Ultra Street Fighter IV/Ibuki: Difference between revisions

From SuperCombo Wiki
(Created page with '{{USFIVHeader}} {{USFIVCharacterHeader|Ibuki|Ibuki| Being trained as a ninja since childhood, Ibuki secretly wishes nothing more than to escape the life she has lived for as long...')
 
 
(43 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{TOClimit|2}}
{{USFIVHeader}}
{{USFIVHeader}}
{{USFIVCharacterHeader|Ibuki|Ibuki|
{{USFIVCharacterHeader|Ibuki|Ibuki|
Line 5: Line 7:
One thing that makes Ibuki so unique is her mobility.  From her command dash to High Jumps, Ibuki definitely has ways to continually run circles around the opponent.  And everything she has can lead into an untechable Neck Breaker thanks to her myriad of Target Combos and links.  And once she gets that untechable knock down, it's time for her Kunai traps.  Oftentimes, Ibukis can win entire rounds from one knock down, and keep the opponent guessing which side to block.  However, relying on that trap is a mistake: she's definitely a finesse character and, without learning many of her fundamentals, your opportunities for Kunai traps may never arise.}}
One thing that makes Ibuki so unique is her mobility.  From her command dash to High Jumps, Ibuki definitely has ways to continually run circles around the opponent.  And everything she has can lead into an untechable Neck Breaker thanks to her myriad of Target Combos and links.  And once she gets that untechable knock down, it's time for her Kunai traps.  Oftentimes, Ibukis can win entire rounds from one knock down, and keep the opponent guessing which side to block.  However, relying on that trap is a mistake: she's definitely a finesse character and, without learning many of her fundamentals, your opportunities for Kunai traps may never arise.}}


'''Players to Watch'''
[http://www.youtube.com/results?search_query=Pugera+Ibuki+USF4 Pugera] (JP), [http://www.youtube.com/results?search_query=Sako+Ibuki+USF4 Sako] (JP)
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Ibuki/Omega|Click for Omega SF4 version]]


== Ultra SFIV Changes ==
== Ultra SFIV Changes ==
TBW<br>
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Ibuki Ibuki SF4 Changelist]
<br>
 
== Character Specific Data ==
Ibuki{{USFIVCharacterData|900|950|75%|0.045|0.03125|2.12|43 (4+39)|2.28|2.28|1.70|18|1.57|28|8|15|5|0.90|0.90|31|21|Hammer Kick, Target Combo 1, Target Combo 2, Target Combo 3, Target Combo 7, Hien, EX Hien|Crouch LK, Crouch MK, Crouch HK, Sazan, Target Combo 6 (3rd Part), Target Combo 8 (2nd Part), Neck Breaker, EX Neck Breaker, Tsumuji Follow Up Attack Low, EX Tsumuji Follow Up Low|Crouch HK, Target Combo 6 (3rd Part), Target Combo 8 (2nd Part), Neck Breaker, EX Neck Breaker, Raida, EX Raida, Tsumuji Follow Up Attack Low (final hit), EX Tsumuji Follow Up Attack Low (final hit)|Neck Breaker, EX Neck Breaker, Hashinsho|21|29|65|-2|-12|+4|-6|Backhand Punch|}}
 


== Frame Data (At A Glance) ==
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|sp/su|3|2|10|14|12|15|0|3|Distance restriction: 1.0||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|70|100|40|HL|-|5|4|6|14|12|16|2|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|60*70|125*75|40*20|HL|sp/su*-|7|2*2|18|28|14|18|-6|-2|Distance restriction: 1.2||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|20|50|20|HL|-|4[5]|4|9|16[17]|11|14|-2|1|[] refers to chain version||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|70|100|40|HL|sp/su|5|4|14|22|14|19|-4|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|50*60|125*75|40*20|HL|-*J|6|2*2|23|32|20|-|-5|-|Distance restriction: 1.3||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|25|50|20|HL|ch|3|2|5|9|11|15|4|8|Distance restriction: 1.0||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|-|5|4|6|14|12|16|2|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|100|100|60|HL|-|12|4|16|31|18|22|-2|2|Distance restriction: 1.2||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|20|50|20|HL|-|4[5]|4|9|16[17]|11|14|-2|1|[] refers to chain version||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|sp/su|5|4|14|22|14|19|-4|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|10|3|17|29|18|22|-2|2|Distance restriction: 1.3||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|20|50|20|HL|ch/sp/su|3|3|6|11|12|15|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|70|100|40|HL|sp/su|8|7|7|21|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|100|200|60|HL|J|9|3|18|29|18|23|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|JP: 2|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|sp/su|4|2|8|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|-|6|5|9|19|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|90|100|60|L|-|6|2|25|32|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Agemen|Upward Punch|l + mp||{{Left}}+{{mp}}|30*60|50*50|40*40|HL|sp/su*-|6|1*2|10|18|12|16|0|4|||||[1st Hit]: Forces stand|[1st Hit]: Forces stand|[1st Hit]: Soft Knockdown, [2nd Hit]: Reset|[1st Hit]: Soft Knockdown, [2nd Hit]: Reset|-|-|Head: 1~5F|Head: 1~5F|-|-|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|Backhand Punch|Backhand Punch|(far from opponent) {{hp}} {{---}} hp||{{hp}} > {{hp}}|50|200|60|HL|sp/su|3|2|20|24|18|22|-4|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Spin Kick|Low Kick|f + lk||{{Right}}+{{lk}}|70|100|40|HL|-|4|4|9|16|13|17|0|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Reverse Spin Kick|Spin Kick|b + mk||{{Left}}+{{mk}}|30|50|20|HL|sp/su|10|2|17|28|18|21|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hammer Kick|Overhead|f + mk||Overhead<br>{{Right}}+{{mk}}|80|100|40|H|-|25|2|10|36|14|17|2|5|||||||Soft Knockdown|Soft Knockdown|-|-|Lower body: 8~26F|Lower body: 8~26F|-|3~31f|-|}}
{{USFIVFrameDataGlanceRow|Sazan|Slide|df + mk||Slide<br>{{Downright}}+{{mk}}|70|100|20|L|-|7|11|11|28|11|17|-11|-5|||||||Reset|Reset|-|-|-|Upper body: 5~17F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Bonsho Kick|Hop Kick|f + hk||Hopkick<br>{{Right}}+{{hk}}|100|210|60|HL|-|13|2|21|35|20|24|-3|1|[Counter-hit] +5 frame advantage||||||Reset|Reset|-|-|Lower body: 3~14F|Lower body: 3~14F|-|5~30f|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 4|Target Combo 4|(near opponent) {{lp}} {{---}} mp||(TC4) {{lp}} > {{mp}}|30*30|50*50|40*40|HL|sp/su*-|5|1*2|11|18|12|16|-1|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 4|Target Combo 4|(near opponent) {{lp}} {{---}} {{mp}} {{---}} hp||(TC4) ... > {{hp}}|100|60|30|HL|sp/su|2|3|10|14|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 5|Target Combo 5|(far from opponent) {{lp}} {{---}} mp||(TC5) {{lp}} > {{mp}}|40|50|20|HL|-|4|3|9|15|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 5|Target Combo 5|(far from opponent) {{lp}} {{---}} {{mp}} {{---}} {{f}} + lk||(TC5) ... > {{Right}}+{{lk}}|20|30|10|HL|-|4|4|9|16|12|15|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 6|Target Combo 6|(near opponent) {{lp}} {{---}} mp||(TC6) {{lp}} > {{mp}}|30*30|50*50|40*40|HL|sp/su*-|5|1*2|11|18|12|16|-1|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 6|Target Combo 6|(near opponent) {{lp}} {{---}} {{mp}} {{---}} {{d}} + hk||(TC6) ... > {{Down}}+{{hk}}|60|60|30|L|-|4|2|25|30|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 6|Target Combo 6|(near opponent) {{lp}} {{---}} {{mp}} {{---}} {{d}} + {{hk}} + hk||(TC6) ... > {{Down}}+{{hk}} > {{hk}}|60|60|30|HL||5|3|18|25|14|-|-7|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 127|}}
{{USFIVFrameDataGlanceRow|Target Combo 7|Target Combo 7|b + {{mk}} {{---}} {{f}} + mk||(TC7) {{Left}}+{{mk}} > {{Right}}+{{mk}}|80|100|40|H|-|25|2|12|38|15|17|1|3|||||||Reset|Reset|-|-|Legs: 8~27F|-|-|3~32f|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 8|Target Combo 8|(near opponent) {{hp}} {{---}} {{d}} + hk||(TC8) {{hp}} > {{Down}}+{{hk}}|60|60|30|L|-|4|2|25|30|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 8|Target Combo 8|(near opponent) {{hp}} {{---}} {{d}} + {{hk}} {{---}} hk||(TC8) ... > {{Down}}+{{hk}} > {{hk}}|60|60|30|HL|J|5|3|18|25|14|-|-7|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 127|}}
{{USFIVFrameDataGlanceRow|Target Combo 9|Target Combo 9|lk {{---}} mk||(TC9) {{lk}} > {{mk}}|40|50|20|HL|sp/su|4|4|14|21|14|19|-4|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 9|Target Combo 9|lk {{---}} {{mk}} {{---}} hk||(TC9) ... > {{hk}}|60|60|30|HL|-|5|3|18|25|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 10|Target Combo 10|d + {{hk}} {{---}} hk||(TC10) {{Down}}+{{hk}} > {{hk}}|60|60|30|HL|J|5|3|18|25|14|-|-7|-|Cannot hit crouching opponents||||||Reset|Reset|-|-|-|-|-|-|JP: 127|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|120|200|60|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|50|50|20|H|-|6|12|-|17|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|110|200|60|H|-|7|3|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|40|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|70|50|40|H|-|7|8|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|120|200|60|H|-|11|5|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|8|7|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|100|200|60|H|-|8|5|-|12|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~7F|-|-|JP: 2|}}
{{USFIVFrameDataGlanceRow|Target Combo 1|Target Combo 1|(in air) {{hp}} {{---}} {{f}} + mk||(TC1) Air {{hp}} > {{Right}}+{{mk}}|40|50|20|H|-|3|7|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~2F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 2|Target Combo 2|(in air) {{lp}} {{---}} {{f}} + hp||(TC2) Air {{lp}} > {{Right}}+{{hp}}|70|150|30|H|-|4|5|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 3|Target Combo 3|(in air) {{lk}} {{---}} {{f}} + mk||(TC3) Air {{lk}} > {{Right}}+{{mk}}|40|50|20|HL|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|34|56|16|16|-20|-20|Range: 2.032|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|34|64|22|-|-14|-|Range: 2.032||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|65|2|34|100|-|-|-|-|Range: 2.032, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|-500/0|HL|-|10+11|2|34|56|16|16|-20|-20|Range:  2.032, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|-500/0|HL|-|18+11|2|34|64|22|-|-14|-|Range: 2.032, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|210|200|-500/0|-|-|65|2|34|100|-|-|-|-|Range: 2.032, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~65F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|-750/0|HL|-|10+11|2|34|56|22|-|-14|-|Range: 2.032, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Yami Kazura|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|140|40|0.9|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Uki Yami|Back Throw|b + {{lp}} + lk||Back Throw|130|120|40|0.9|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tobizaru|Air Throw|(in air) {{lp}} + lk||Air Throw|150|100|40|1.1|-|3|2|-||-|-|-|-||||X|-|-|Hard Knockdown|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Kunai|Kunai|(in air) {{qcf}} + {{p}} ex||Kunai|30|60|10/10|HL|su|7|-|After landing 16|-|-|-|-13~13|-9~16|Strike attack, can be deflected by other strikes or a projectile.||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Kunai|EX Kunai|||Kunai {{ex}}|50*50|100*100|-250/0|HL|-|8|-|After landing 9|-|-|-|-9~|5~|Strike attack, can be deflected by other strikes or a projectile., 2nd kunai startup 15f, opponent gains 10x2 meter on hit||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2x2|}}
{{USFIVFrameDataGlanceRow|Tsujigoe|Somersault Jump|dp + p|Able to perform Kunai or Kasumi Suzaku during jump|Somersault Jump {{lp}}|-|-|20/-|-|sp/su|-|-|43 + After landing 1|44|-|-|-|-|27F~ can cancel into kunai or super combo||||-|-|-|-|-|-|Lower body: 1~8F|-|1~7F|8~43F|-|}}
{{USFIVFrameDataGlanceRow|||||Somersault Jump {{mp}}|-|-|20/-|-|sp/su|-|-|47 + After landing 1|48|-|-|-|-|27F~ can cancel into kunai or super combo||||-|-|-|-|-|-|Lower body: 1~8F|-|1~7F|8~47F|-|}}
{{USFIVFrameDataGlanceRow|||||Somersault Jump {{hp}}|-|-|20/-|-|sp/su|-|-|52 + After landing 1|53|-|-|-|-|27F~ can cancel into kunai or super combo||||-|-|-|-|-|-|Lower body: 1~8F|-|1~7F|8~52F|-|}}
{{USFIVFrameDataGlanceRow|Neck Breaker|Neck Breaker|hcf + {{p}} {{ex}} armorbreak||Neck Breaker {{lp}}|120|200|30/30|L|-|15|10|16|40|-|-|-13|-|On block switches to 23f recovery animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Neck Breaker {{mp}}|120|200|30/30|L|-|15|12|17|43|-|-|-13|-|On block switches to 23f recovery animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Neck Breaker {{hp}}|120|200|30/30|L|-|15|21|19|54|-|-|-13|-|On block switches to 23f recovery animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Neck Breaker|EX Neck Breaker|||Neck Breaker {{ex}}|160|250|-250/0|L|-|15|14|19|47|-|-|-13|-|On block switches to 23f recovery animation, opponent gains 10x3 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: 1~28F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Raida|Raida|hcb + {{p}} {{ex}} armorbreak||Raida {{lp}}|110|200|10/30|HL|-|6|5|25|35|16|-|-14|-|Not a Throw, range 1.01|||X|Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1~10F|-|JP: 2|}}
{{USFIVFrameDataGlanceRow|||||Raida {{mp}}|110|200|10/30|HL|-|6|5|27|37|16|-|-16|-|Not a Throw, range 1.06|||X|Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1~10F|-|JP: 2|}}
{{USFIVFrameDataGlanceRow|||||Raida {{hp}}|110|200|10/30|HL|-|6|5|29|39|16|-|-18|-|Not a Throw, range 1.10|||X|Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1~10F|-|JP: 2|}}
{{USFIVFrameDataGlanceRow|EX Raida|EX Raida|||Raida {{ex}}|140|250|-250/0|HL|-|6|5|20|30|16|-|-9|-|Not a Throw, range 1.25, opponent gains 10 meter on hit|||X|Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1~10F|-|JP: 2|}}
{{USFIVFrameDataGlanceRow|Kasumi Gake|Command Dash|qcf + k||Command Dash {{lk}}|-|-|-|-|-|-|-|Total 20|20|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Command Dash {{mk}}|-|-|-|-|-|-|-|Total 22|22|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Command Dash {{hk}}|-|-|-|-|-|-|-|Total 24|24|-|-|-|-|3~12F can pass through opponent||||-|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Kazegiri|Uppercut|dp + {{k}} ex|ex version can be followed up with Kunai|Uppercut {{lk}}|50*20*65|40x3|10/20x3|HL|su|5|1*1*11|17 + After landing 8|42|-|-|-27|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|1~6F|8~34F|JP: 1*2*3|}}
{{USFIVFrameDataGlanceRow|||||Uppercut {{mk}}|50*20*75|40x3|10/20x3|HL|su|7|1*1*11|18 + After landing 10|47|-|-|-30|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|1~8F|10~37F|JP: 1*2*3|}}
{{USFIVFrameDataGlanceRow|||||Uppercut {{hk}}|50*20*90|40x3|10/20x3|HL|su|9|1*1*11|15 + After landing 10|46|-|-|-27|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|1~10F|12~36F|JP: 1*2*3|}}
{{USFIVFrameDataGlanceRow|EX Kazegiri|EX Uppercut|||Uppercut {{ex}}|40*40*80|40x3|-250/0|HL|su|5|3*4(2)8|25 + After landing 14|60|-|-|-26|-|36F~ can cancel into kunai or super combo, opponent gains 10x3 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~7F|-|-|-|8~46F|JP: 1*2*4|}}
{{USFIVFrameDataGlanceRow|Tsumuji|Spin Kicks|qcb + {{k}} ex||Spin Kicks {{lk}}|50*50|50*60|10/20*20|HL|-|12|2(10)2|16|41|14|21|-4|3|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tsumuji|Spin Kicks|||Spin Kicks {{mk}}|35*35|70*60|10/20*20|HL|-|15|2(12)2|15|45|16|20|-1|3|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Follow Up Attack|Spin Kicks Followup|||Spin Kicks {{mk}} (followup)|50|60|10/20|HL|-|14|2|17|32|16|20|-3|1|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Follow Up Attack Low|Spin Kicks Followup Low|||Spin Kicks {{mk}} (followup low)|20|60|10/20|L|-|17|2|15|33|15|-|-2|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tsumuji|Spin Kicks|||Spin Kicks {{hk}}|50*40|70*60|10/20*20|HL|-*su|15|2(14)2|20|50|18|22|-4|0|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tsumuji Follow Up Attack|Spin Kicks Followup|||Spin Kicks {{hk}} (followup)|50|70|10/20|HL|-|15|2|19|35|16|20|-5|-1|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tsumuji Follow Up Attack Low|Spin Kicks Followup Low|||Spin Kicks {{hk}} (followup low)|20|60|10/20|L|-|18|2|25|44|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Tsumuji|EX Spin Kicks|||Spin Kicks {{ex}}|40*30X3|60x3*70|-250/0|HL|-|12|2(10)2(10)<br>2(10)2|9|58|9|-|-2|-|Opponent gains 10x4 meter on hit||||[4th Hit]: Soft Knockdown|[4th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Tsumuji Follow Up Low|EX Spin Kicks Followup Low|||Spin Kicks {{ex}} (followup low)|30|50|-/0|L|-|12|2|-|13|-|-|-|-|Can replace 2nd and/or 3rd hit of EX Tsumuji, opponent gains 10 meter on hit||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Tsumuji Follow Up Low Finish|EX Spin Kicks Followup Low Finish|||Spin Kicks {{ex}} (followup {{low}} finish)|25|70|-/0|L|-|12|2|12|25|12|-|-2|-|Can replace 4th hit of EX Tsumuji, opponent gains 10 meter on hit||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hien|Hien|rdp + {{k}} ex|Able to perform Kunai or Kasumi Suzaku during recoil|Hien {{lk}}|40*75|70*70|10/0*20|H|-|25|7|6 + After landing 11|48|-|-|-28|-23~-21|2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7~38F|JP: 0*127|}}
{{USFIVFrameDataGlanceRow|||||Hien {{mk}}|40*90|70*70|10/0*40|H|-|27|7|6 + After landing 11|50|-|-|-29~-28|-31~-29|2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block grounded recovery is considered crouching||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7~40F|JP: 0*127|}}
{{USFIVFrameDataGlanceRow|||||Hien {{hk}}|40*110|70*90|10/0*60|H|-|28|7|6 + After landing 11|51|-|-|-29~-28|-25~-23|2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block grounded recovery is considered crouching||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7~41F|JP: 0*127|}}
{{USFIVFrameDataGlanceRow|Hien Recoil|Hien Recoil|||Hien Recoil|-|-|-|H|sp/su|-|-|After landing 8|8|-|-|-|-|21F~ can cancel into kunai or super combo, grounded recovery is considered crouching||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Hien|EX Hien|||Hien {{ex}}|40x3*50|70*0*0*200|-250/0|H|-|36|12|19 + After landing 11|77|-|-|-12~-9|-|2nd~4th hits only trigger when 1st connects, 4th hit goes into recoil animation on hit/block, listed startup is point blank, startup is distance dependent, tracks opponent, grounded recovery is considered crouching, opponent gains 0x3*30 meter on hit||||[4th Hit]: Soft Knockdown|[4th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 1~13F|1~13F|7F~72F|JP: 127x4|}}
{{USFIVFrameDataGlanceRow|EX Hien Recoil|EX Hien Recoil|||Hien Recoil {{ex}}|-|-|-|-|sp/su|-|-|After landing 8|8|-|-|-|-|9F~ can cancel into kunai or super combo, grounded recovery is considered crouching||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|High Jump|High Jump|tap {{db}} or {{d}} or {{df}} then {{ub}} or {{u}} or uf||High Jump|-|-|-|-|-|-|-|-|-|-|-|-|-|1-4F Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Neutral version is 44F total in air, Back version is 45F total in air, 11F recovery upon landing on empty jump, can cancel midair to jump attack (3F landing recovery instead of 11F) or jump special (with landing recovery of special), cannot be used as a Reversal||||||||-|-|-|-|-|5~44F[5~45F]|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Kasumi Suzaku|Super|(in air) {{qcf}} qcf + p||Super Combo|(27*28)x6|0|-1000/0|HL|-|1+7|-|After landing 5|-|-|-|-12~8|-10~11|Strike attack, can be deflected by other strikes or a projectile, 2 kunai always released at the same time, each pair released every 20f, deals 108 chip damage, opponent gains 10x12 meter on hit||||||||-|All: 1~5F|-|-|-|-|JP: 127x12|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Yoroitoshi|Ultra I|hcb {{hcb}} + 3p||Ultra Combo 1|501<br>[38x5*39*11]|0<br>[50*0x6]|0/0|(1.102)*HLx7|-|0+1[13]|2(10)17|35|77|-|-|-5|-1|1st hit is a throw, If throw whiffs, becomes projectile version, recovery and [] refers to projectile, projectile is active for 59F, opponent gains 15x11 meter on full ultra animation, opponent gains 20x5*10x2 meter on projectile version||X|X|Throw: Hard Knockdown|Throw: Hard Knockdown|Projectile: Hard Knockdown|Projectile: Hard Knockdown|-|All: 1~2F|-|-|-|-|JP: 127x7|}}
{{USFIVFrameDataGlanceRow|Hashinsho|Ultra II|qcf {{qcf}} + {{3k}} armorbreak||Ultra Combo 2|30x6*289|0|0/0|HL|-|0+9|2(2)2(15)2<br>(26)1*2(8)2|70|140|-|-|-63|-|6th hit goes into animation, block advantage based on 4th hit, opponent gains 10x8*1x28*10x2|X|||[4th~6th Hit]: Hard Knockdown|[4th~6th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8F|-|All: 9~70F|-|59~101f|JP: 1~6 sequentially|}}
{{USFIVFrameDataGlanceHeader}}
|-
|}


== Moves ==
== Moves ==


==== Unique Attacks ====
 
=== Standing Close Normals ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Agemen | b + mp | }}
{{USFIVMoveListRow|Ibuki|CloseLP|
{{USFIVMoveListRow | Backhand Punch | (far from opponent) hp --- hp | First hit can whiff and still be chained }}
Close LP|Close Jab|Close lp||
{{USFIVMoveListRow | Spin Kick | f + lk | }}
(No uses/strategies)
{{USFIVMoveListRow | Reverse Spin Kick | b + mk | }}
}}
{{USFIVMoveListRow | Hammer Kick | f + mk | high }}
{{USFIVMoveListRow|Ibuki|CloseMP|
{{USFIVMoveListRow | Sazan | df + mk | low }}
Close MP|Close Strong|Close mp||
{{USFIVMoveListRow | Bonsho Kick | f + hk | }}
(No uses/strategies)
{{USFIVMoveListRow | Target Combo 1 | (while jumping) hp --- f + mk | Both hits high }}
}}
{{USFIVMoveListRow | Target Combo 2 | (during angled jump) lp --- f + hp | Both hits high }}
{{USFIVMoveListRow|Ibuki|CloseHP|
{{USFIVMoveListRow | Target Combo 3 | (during angled jump) lk --- f + mk | 1st hit high }}
Close HP|Close Fierce|Close hp||
{{USFIVMoveListRow | Target Combo 4 | (near opponent) lp --- mp (1 or 2 hits) --- hp |  }}
(No uses/strategies)
{{USFIVMoveListRow | Target Combo 5 | (far from opponent) lp --- mp --- f + lk |  }}
}}
{{USFIVMoveListRow | Target Combo 6 | (near opponent) lp --- mp (1 or 2 hits) --- d + hk --- hk | d + hk hits low }}
{{USFIVMoveListRow|Ibuki|CloseLK|
{{USFIVMoveListRow | Target Combo 7 | b + mk --- f + mk | 2nd hit high }}
Close LK|Close Short|Close lk||
{{USFIVMoveListRow | Target Combo 8 | (near opponent) hp (2 hits) --- d + hk --- hk | d + hk hits low }}
(No uses/strategies)
{{USFIVMoveListRow | Target Combo 9 | lk --- mk --- hk | }}
}}
{{USFIVMoveListRow | Target Combo 10 | d + hk --- hk | d + hk hits low }}
{{USFIVMoveListRow|Ibuki|CloseMK|
{{MoveListFooter}}
Close MK|Close Forward|Close mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|CloseHK|
Close HK|Close Roundhouse|Close hk||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}


==== Throws ====
 
=== Standing Far Normals ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Yami Kazura | f or n + lp + lk | throw }}
{{USFIVMoveListRow|Ibuki|FarLP|
{{USFIVMoveListRow | Uki Yami | b + lp + lk | throw }}
Far LP|Far Jab|lp||
{{USFIVMoveListRow | Tobizaru | (in air) lp + lk | airthrow }}
(No uses/strategies)
{{MoveListFooter}}
}}
{{USFIVMoveListRow|Ibuki|FarMP|
Far MP|Far Strong|mp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|FarHP|
Far HP|Far Fierce|hp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|FarLK|
Far LK|Far Short|lk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|FarMK|
Far MK|Far Forward|mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|FarHK|
Far HK|Far Roundhouse|hk||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 


==== Special Moves ====
=== Crouching Normals ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Kunai | (in air) qcf + p | ex }}
{{USFIVMoveListRow|Ibuki|CrouchLP|
{{USFIVMoveListRow | Tsuijigoe | dp + p | Able to perform Kunai or Kasumi Suzaku during jump }}
Crouch LP|Crouch Jab|d + lp||
{{USFIVMoveListRow | Neck Breaker | hcf + p | ex armorbreak }}
(No uses/strategies)
{{USFIVMoveListRow | Raida | hcb + p | ex armorbreak }}
}}
{{USFIVMoveListRow | Kasumi Gake | qcf + k | hk version can pass through opponent }}
{{USFIVMoveListRow|Ibuki|CrouchMP|
{{USFIVMoveListRow | Kazegiri | dp + k | ex version can be followed up with Kunai; ex }}
Crouch MP|Crouch Strong|d + mp||
{{USFIVMoveListRow | Tsumuji | qcb + k | Use d to change any follow-up hit of the ex version to attack low ; ex }}
(No uses/strategies)
{{USFIVMoveListRow | &nbsp;&nbsp;&nbsp;Follow Up Attack | k or d + k | Perform after mk or hk version of Tsumuji; d + k version hits low }}
}}
{{USFIVMoveListRow | Hien | rdp + k | Able to perform Kunai or Kasumi Suzaku during bounce back; ex }}
{{USFIVMoveListRow|Ibuki|CrouchHP|
{{USFIVMoveListRow | High Jump | Tap db or d or df immediately followed by ub or u or uf | Cannot be used as a Reversal }}
Crouch HP|Crouch Fierce|d + hp||
{{MoveListFooter}}
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|CrouchLK|
Crouch LK|Crouch Short|d + lk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|CrouchMK|
Crouch MK|Crouch Forward|d + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|CrouchHK|
Crouch HK|Crouch Roundhouse|d + hk||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Neutral Jumping Normals ===


==== Super Combo ====
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Kasumi Suzaku | (in air) qcf qcf + p | }}
{{USFIVMoveListRow|Ibuki|NeutralLP|
{{MoveListFooter}}
Neutral Jump LP|Neutral Jump Jab|u + lp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|NeutralMP|
Neutral Jump MP|Neutral Jump Strong|u + mp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|NeutralHP|
Neutral Jump HP|Neutral Jump Fierce|u + hp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|NeutralLK|
Neutral Jump LK|Neutral Jump Short|u + lk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|NeutralMK|
Neutral Jump MK|Neutral Jump Forward|u + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|NeutralHK|
Neutral Jump HK|Neutral Jump Roundhouse|u + hk||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Diagonal Jumping Normals ===


==== Ultra Combos ====
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Yoroitoshi | hcb hcb + 3p | throw }}
{{USFIVMoveListRow|Ibuki|DiagonalLP|
{{USFIVMoveListRow | Hashinsho | qcf qcf + 3k | armorbreak }}
Diagonal Jump LP|Diagonal Jump Jab|ub / {{uf}} + lp||
{{MoveListFooter}}
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|DiagonalMP|
Diagonal Jump MP|Diagonal Jump Strong|ub / {{uf}} + mp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|DiagonalHP|
Diagonal Jump HP|Diagonal Jump Fierce|ub / {{uf}} + hp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|DiagonalLK|
Diagonal Jump LK|Diagonal Jump Short|ub / {{uf}} + lk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|DiagonalMK|
Diagonal Jump MK|Diagonal Jump Forward|ub / {{uf}} + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|DiagonalHK|
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / {{uf}} + hk||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}




==The Basics==  
=== Unique Attacks ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Ibuki|Agemen|
Agemen|Upward Jab|b + mp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|BackhandPunch|
Backhand Punch|Backfist|hp {{---}} hp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|SpinKick|
Spin Kick|Low Kick|f + lk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|ReverseSpinKick|
Reverse Spin Kick|Spin Kick|b + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|HammerKick|
Hammer Kick|Overhead|f + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|Sazan|
Sazan|Slide|df + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|BonshoKick|
Bonsho Kick|Hop Kick|f + hk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo1|
Target Combo 1|Target Combo 1|(in air) {{hp}} {{---}} {{f}} + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo2|
Target Combo 2|Target Combo 2|(in air) {{lp}} {{---}} {{f}} + hp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo3|
Target Combo 3|Target Combo 3|(in air) {{lk}} {{---}} {{f}} + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo4|
Target Combo 4|Target Combo 4|(near opponent) {{lp}} {{---}} mp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo4|
Target Combo 4|Target Combo 4|(near opponent) {{lp}} {{---}} {{mp}} {{---}} hp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo5|
Target Combo 5|Target Combo 5|(far from opponent) {{lp}} {{---}} mp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo5|
Target Combo 5|Target Combo 5|(far from opponent) {{lp}} {{---}} {{mp}} {{---}} {{f}} + lk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo6|
Target Combo 6|Target Combo 6|(near opponent) {{lp}} {{---}} mp||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo6|
Target Combo 6|Target Combo 6|(near opponent) {{lp}} {{---}} {{mp}} {{---}} {{d}} + hk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo6|
Target Combo 6|Target Combo 6|(near opponent) {{lp}} {{---}} {{mp}} {{---}} {{d}} + {{hk}} {{---}} hk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo7|
Target Combo 7|Target Combo 7|b + {{mk}} {{---}} {{f}} + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo8|
Target Combo 8|Target Combo 8|(near opponent) {{hp}} {{---}} {{d}} + hk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo8|
Target Combo 8|Target Combo 8|(near opponent) {{hp}} {{---}} {{d}} + {{hk}} {{---}} hk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo9|
Target Combo 9|Target Combo 9|lk {{---}} mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo9|
Target Combo 9|Target Combo 9|lk {{---}} {{mk}} {{---}} hk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|TargetCombo10|
Target Combo 10|Target Combo 10|d + {{hk}} {{---}} hk||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Focus Attacks ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Ibuki|FocusAttack(
Level1)|Focus Attack (Level 1)|Level 1 Focus|mp + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|FocusAttack(
Level2)|Focus Attack (Level 2)|Level 2 Focus|mp + mk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|FocusAttack(
Level3)|Focus Attack (Level 3)|Level 3 Focus|mp + mk||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Throws ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Ibuki|YamiKazura|
Yami Kazura|Forward Throw|f or {{n}} + {{lp}} + lk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|UkiYami|
Uki Yami|Back Throw|b + {{lp}} + lk||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|Tobizaru|
Tobizaru|Air Throw|(in air) {{lp}} + lk||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Special Moves ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Ibuki|Kunai|
Kunai|Kunai|(in air) {{qcf}} + {{p}} ex||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|Tsujigoe|
Tsujigoe|Somersault Jump|dp + p|Able to perform Kunai or Kasumi Suzaku during jump|
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|NeckBreaker|
Neck Breaker|Neck Breaker|hcf + {{p}} {{ex}} armorbreak||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|Raida|
Raida|Raida|hcb + {{p}} {{ex}} armorbreak||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|KasumiGake|
Kasumi Gake|Command Dash|qcf + k||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|Kazegiri|
Kazegiri|Uppercut|dp + {{k}} ex|ex version can be followed up with Kunai|
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|Tsumuji|
Tsumuji|Spin Kicks|qcb + {{k}} ex||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|FollowUpAttack|
Follow Up Attack|Spin Kicks Followup|||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|FollowUpAttackLow|
Follow Up Attack Low|Spin Kicks Followup Low|||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|Hien|
Hien|Hien|rdp + {{k}} ex|Able to perform Kunai or Kasumi Suzaku during recoil|
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|HienRecoil|
Hien Recoil|Hien Recoil|||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|HighJump|
High Jump|High Jump|tap {{db}} or {{d}} or {{df}} then {{ub}} or {{u}} or uf||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Super Combo ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Ibuki|KasumiSuzaku|
Kasumi Suzaku|Super Combo|(in air) {{qcf}} qcf + p||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
 
=== Ultra Combos ===
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Ibuki|Yoroitoshi|
Yoroitoshi|Ultra Combo I|hcb {{hcb}} + 3p||
(No uses/strategies)
}}
{{USFIVMoveListRow|Ibuki|Hashinsho|
Hashinsho|Ultra Combo II|qcf {{qcf}} + {{3k}} armorbreak||
(No uses/strategies)
}}
{{USFIVMoveListFooter}}
 
==The Basics==


==Combos==
==Combos==
Line 78: Line 508:
==Matchups==
==Matchups==


{{#vardefine:player|Ibuki}}<!--
--->{{#vardefine:spacing|-0.75em}}<!--
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Abel</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Abel
| icon        =Abel
| favorability =
| data        =Blocked step kick ~ Dash is +1, so a perfectly timed 3f jab will trade at best with his cl.HP. You have to mix up your defensive options (backdash, jab, DP, even Raida if you predict a throw).
Tornado Throw is throw invincible, EX is strike invincible.
His overhead Wheel Kick can be interrupted by reaction EX Kazekiri if he gets predictable with it
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Adon</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Adon
| icon        =Adon
| favorability =
| data        =When Adon jumps to the wall, watch his meter. EX Jaguar Tooth drains the meter before he attacks, so you can react with EX DP immediately without worrying about a LK Jaguar Tooth bait.
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Akuma
| icon        =Akuma
| favorability =
| data        ='''Safe Jumps:''' None (3f DP)
In the corner, EX Tsumuji > cr.HP ~ jump cancel j.LK/j.MK both cross up; if you hold forward and do j.LK~j.MK you'll get the air Target Combo and stay on the same side.
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Balrog
| icon        =Balrog
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Blanka</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Blanka
| icon        =Blanka
| favorability =
| data        =If Blanka uses Ground U2 to chip you out in neutral, you can punish with Jump into Sweep or Ultra 2. If close enough, jump into an immediate fast normal will also work. Be careful not to jump into Anti-Air U2, you can neutral jump if that's a concern.
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">C. Viper</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =C. Viper
| icon        =CViper
| favorability =
| data        =Don't use a Kunai to vortex when she has meter, as she can EX Seismo Feint; Option Select a Throw to beat this
You can make Air Burn Kick whiff by low profiling with cr.MK
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cammy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cammy
| icon        =Cammy
| favorability =
| data        ='''Tsumuji Loops:''' None
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Chun-Li</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Chun-Li
| icon        =ChunLi
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cody</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cody
| icon        =Cody
| favorability =
| data        =Cody has a pass-through glitch on standing Ibuki: Close HK xx FADC (hit only)
st.MP, st.MP, st.MK usually works, but can whiff on crouching if not point blank (e.g. after crossup j.MK).
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dan
| icon        =Dan
| favorability =
| data        ='''Tsumuji Loops:''' None
cr.MK can make LK Dankukyaku whiff to escape his pressure strings
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Decapre</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Decapre
| icon        =Decapre
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dee Jay</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Deejay
| icon        =DeeJay
| favorability =
| data        =st.MP, st.MP, st.MK only works vs. crouch at absolute point blank range, unlikely to work after a jumpin
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dhalsim</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dhalsim
| icon        =Dhalsim
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dudley</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dudley
| icon        =Dudley
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">E. Honda</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =E. Honda
| icon        =EHonda
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">El Fuerte</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =El Fuerte
| icon        =ElFuerte
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Elena</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Elena
| icon        =Elena
| favorability =
| data        =In the corner, Lv. 2 Focus xx Forward Dash vs. stand blocking Elena will cause Ibuki to instantly switch sides
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Evil Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Evil Ryu
| icon        =Evil_Ryu
| favorability =
| data        ='''Safe Jumps:''' None (3f DP)
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Fei Long</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Fei Long
| icon        =FeiLong
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gen</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gen
| icon        =Gen
| favorability =
| data        =Ultra 1 makes it very dangerous to throw a kunai
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gouken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gouken
| icon        =Gouken
| favorability =
| data        ='''Safe Jumps:''' None (1f Counter)
His Counter can beat your vortex options, so mix in empty jump low/throw/overhead as well; if he has full meter, it's probably not worth risking eating a counter into Super.
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guile</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guile
| icon        =Guile
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guy
| icon        =Guy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hakan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hakan
| icon        =Hakan
| favorability =
| data        =Oil Dive can only hit standing; because it takes ~4f to crouch, it can throw you on wakeup or after standing hitstun/blockstun. The safest way to avoid this is to hit a crouching button, which immediately lowers your hurtbox to a crouching state. You are throw invincible for the first 2f of any reversal window, so you always have at least a 3f window to time this button press. Raida is also throw invincible, and can be a useful defensive option against both Oil Dive and Oil Rocket, at the risk of being very unsafe on block.
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hugo</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hugo
| icon        =Hugo
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ibuki (Mirror)</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ibuki
| icon        =Ibuki
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Juri</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Juri
| icon        =Juri
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ken
| icon        =Ken
| favorability =
| data        ='''Safe Jumps:''' None (3f DP)
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">M. Bison/Dictator</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =M. Bison
| icon        =MBison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Makoto</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Makoto
| icon        =Makoto
| favorability =
| data        ='''Unblockables:''' None (in AE2012, could do Corner Raida, HK Command Dash, super jump j.MK)
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Oni</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Oni
| icon        =Oni
| favorability =
| data        ='''Safe Jumps:''' None (3f DP)
Oni has a pass-through glitch on Ibuki: f.HP xx FADC (on hit, works anywhere stand/crouch)
EX Demon Slash is throwable on reaction
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Poison</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Poison
| icon        =Poison
| favorability =
| data        ='''Tsumuji Loops:''' None
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rolento</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rolento
| icon        =Rolento
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rose</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rose
| icon        =Rose
| favorability =
| data        =Option Select a Sweep after light normals or jumpins to catch her backdash
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rufus</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rufus
| icon        =Rufus
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ryu
| icon        =Ryu
| favorability =
| data        ='''Safe Jumps:''' None (3f DP)
Sweep can be punished with Ultra 2
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sagat</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sagat
| icon        =Sagat
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sakura</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sakura
| icon        =Sakura
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Seth</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Seth
| icon        =Seth
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">T. Hawk</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =T. Hawk
| icon        =THawk
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Vega/Claw</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Vega
| icon        =Vega
| favorability =
| data        =Backhand Punch (Far HP~HP) xx FADC causes a pass-through glitch on crouching Vega
j.MP can be used to stuff walldives fairly consistently
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yang</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yang
| icon        =Yang
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yun</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yun
| icon        =Yun
| favorability =
| data        ='''Unblockables:''' None (in AE2012, could do Corner Raida, Dash, whiff st.MP, j.LK)
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Zangief</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Zangief
| icon        =Zangief
| favorability =
| data        =Ultra 2 can punish EX Green Hand even if he tries to FADC (forward, back, focus release)
}}</div>


==Frame Data==
==Frame Data==
{| cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
{{USFIVFrameDataTableHeader}}
|- 
{{USFIVFrameDataHeader}}
|  
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|sp/su|3|2|10|14|12|15|0|3|Distance restriction: 1.0||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  | Block
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|70|100|40|HL|-|5|4|6|14|12|16|2|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  |  
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|60*70|125*75|40*20|HL|sp/su*-|7|2*2|18|28|14|18|-6|-2|Distance restriction: 1.2||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  |  
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|20|50|20|HL|-|4[5]|4|9|16[17]|11|14|-2|1|[] refers to chain version||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  | Super Meter
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|70|100|40|HL|sp/su|5|4|14|22|14|19|-4|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  |  
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|50*60|125*75|40*20|HL|-*J|6|2*2|23|32|20|-|-5|-|Distance restriction: 1.3||||[2nd Hit]: Soft Knockdown|[2nd Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*1|}}
! align="center"  |  
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|25|50|20|HL|ch|3|2|5|9|11|15|4|8|Distance restriction: 1.0||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  |  
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|-|5|4|6|14|12|16|2|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  |  
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|100|100|60|HL|-|12|4|16|31|18|22|-2|2|Distance restriction: 1.2||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  | Frames
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|20|50|20|HL|-|4[5]|4|9|16[17]|11|14|-2|1|[] refers to chain version||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  |  
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|sp/su|5|4|14|22|14|19|-4|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
|  
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|10|3|17|29|18|22|-2|2|Distance restriction: 1.3||||||Reset|Reset|-|-|-|-|-|-|-|}}
|-
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|20|50|20|HL|ch/sp/su|3|3|6|11|12|15|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
| Move Name
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|70|100|40|HL|sp/su|8|7|7|21|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  | HL
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|100|200|60|HL|J|9|3|18|29|18|23|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|JP: 2|}}
! align="center"  | Damage
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|sp/su|4|2|8|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  | Stun
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|-|6|5|9|19|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  | Gain
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|90|100|60|L|-|6|2|25|32|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
! align="center"  | Cancel Ability
{{USFIVFrameDataRow|Agemen|Upward Punch|l + mp||{{Left}}+{{mp}}|30*60|50*50|40*40|HL|sp/su*-|6|1*2|10|18|12|16|0|4|||||[1st Hit]: Forces stand|[1st Hit]: Forces stand|[1st Hit]: Soft Knockdown, [2nd Hit]: Reset|[1st Hit]: Soft Knockdown, [2nd Hit]: Reset|-|-|Head: 1~5F|Head: 1~5F|-|-|JP: 0*1|}}
! align="center"  | Startup
{{USFIVFrameDataRow|Backhand Punch|Backhand Punch|(far from opponent) {{hp}} {{---}} hp||{{hp}} > {{hp}}|50|200|60|HL|sp/su|3|2|20|24|18|22|-4|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  | Active
{{USFIVFrameDataRow|Spin Kick|Low Kick|f + lk||{{Right}}+{{lk}}|70|100|40|HL|-|4|4|9|16|13|17|0|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  | Recovery
{{USFIVFrameDataRow|Reverse Spin Kick|Spin Kick|b + mk||{{Left}}+{{mk}}|30|50|20|HL|sp/su|10|2|17|28|18|21|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
! align="center"  | On Guard
{{USFIVFrameDataRow|Hammer Kick|Overhead|f + mk||Overhead {{Right}}+{{mk}}|80|100|40|H|-|25|2|10|36|14|17|2|5|||||||Soft Knockdown|Soft Knockdown|-|-|Lower body: 8~26F|Lower body: 8~26F|-|3~31f|-|}}
! align="center"  | On Hit
{{USFIVFrameDataRow|Sazan|Slide|df + mk||Slide<br>{{Downright}}+{{mk}}|70|100|20|L|-|7|11|11|28|11|17|-11|-5|||||||Reset|Reset|-|-|-|Upper body: 5~17F|-|-|-|}}
! align="center"  | Notes
{{USFIVFrameDataRow|Bonsho Kick|Hopkick|f + hk||Hopkick<br>{{Right}}+{{hk}}|100|210|60|HL|-|13|2|21|35|20|24|-3|1|[Counter-hit] +5 frame advantage||||||Reset|Reset|-|-|Lower body: 3~14F|Lower body: 3~14F|-|5~30f|-|}}
|-  
{{USFIVFrameDataRow|Target Combo 4|Target Combo 4|(near opponent) {{lp}} {{---}} mp||(TC4) {{lp}} > {{mp}}|30*30|50*50|40*40|HL|sp/su*-|5|1*2|11|18|12|16|-1|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
|   |Close [[File:Jab.gif]]
{{USFIVFrameDataRow|Target Combo 4|Target Combo 4|(near opponent) {{lp}} {{---}} {{mp}} {{---}} hp||(TC4) ... > {{hp}}|100|60|30|HL|sp/su|2|3|10|14|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
| align="center"  |HL
{{USFIVFrameDataRow|Target Combo 5|Target Combo 5|(far from opponent) {{lp}} {{---}} mp||(TC5) {{lp}} > {{mp}}|40|50|20|HL|-|4|3|9|15|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
| align="center"  |30
{{USFIVFrameDataRow|Target Combo 5|Target Combo 5|(far from opponent) {{lp}} {{---}} {{mp}} {{---}} {{f}} + lk||(TC5) ... > {{Right}}+{{lk}}|20|30|10|HL|-|4|4|9|16|12|15|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
| align="center"  |50
{{USFIVFrameDataRow|Target Combo 6|Target Combo 6|(near opponent) {{lp}} {{---}} mp||(TC6) {{lp}} > {{mp}}|30*30|50*50|40*40|HL|sp/su*-|5|1*2|11|18|12|16|-1|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
| align="center"  |20
{{USFIVFrameDataRow|Target Combo 6|Target Combo 6|(near opponent) {{lp}} {{---}} {{mp}} {{---}} {{d}} + hk||(TC6) ... > {{Down}}+{{hk}}|60|60|30|L|-|4|2|25|30|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |sp/su
{{USFIVFrameDataRow|Target Combo 6|Target Combo 6|(near opponent) {{lp}} {{---}} {{mp}} {{---}} {{d}} + {{hk}} + hk||(TC6) ... > {{Down}}+{{hk}} > {{hk}}|60|60|30|HL||5|3|18|25|14|-|-7|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 127|}}
| align="center"  |3
{{USFIVFrameDataRow|Target Combo 7|Target Combo 7|b + {{mk}} {{---}} {{f}} + mk||(TC7) {{Left}}+{{mk}} > {{Right}}+{{mk}}|80|100|40|H|-|25|2|12|38|15|17|1|3|||||||Reset|Reset|-|-|Legs: 8~27F|-|-|3~32f|-|}}
| align="center"  |2
{{USFIVFrameDataRow|Target Combo 8|Target Combo 8|(near opponent) {{hp}} {{---}} {{d}} + hk||(TC8) {{hp}} > {{Down}}+{{hk}}|60|60|30|L|-|4|2|25|30|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |10
{{USFIVFrameDataRow|Target Combo 8|Target Combo 8|(near opponent) {{hp}} {{---}} {{d}} + {{hk}} {{---}} hk||(TC8) ... > {{Down}}+{{hk}} > {{hk}}|60|60|30|HL|J|5|3|18|25|14|-|-7|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 127|}}
| align="center"  |0
{{USFIVFrameDataRow|Target Combo 9|Target Combo 9|lk {{---}} mk||(TC9) {{lk}} > {{mk}}|40|50|20|HL|sp/su|4|4|14|21|14|19|-4|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
| align="center"  |+3
{{USFIVFrameDataRow|Target Combo 9|Target Combo 9|lk {{---}} {{mk}} {{---}} hk||(TC9) ... > {{hk}}|60|60|30|HL|-|5|3|18|25|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
| align="center"  |
{{USFIVFrameDataRow|Target Combo 10|Target Combo 10|d + {{hk}} {{---}} hk||(TC10) {{Down}}+{{hk}} > {{hk}}|60|60|30|HL|J|5|3|18|25|14|-|-7|-|Cannot hit crouching opponents||||||Reset|Reset|-|-|-|-|-|-|JP: 127|}}
|   |
{{USFIVFrameDataHeader}}
|-
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
|   |Close [[File:Strong.gif]]
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
| align="center"  |HL
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|120|200|60|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}}
| align="center"  |70
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|50|50|20|H|-|6|12|-|17|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
| align="center"  |100
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
| align="center"  |40
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|110|200|60|H|-|7|3|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
| align="center"  |-
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|40|50|20|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
| align="center"  |5
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|70|50|40|H|-|7|8|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
| align="center"  |4
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|120|200|60|H|-|11|5|-|15|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}}
| align="center"  |6
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}}
| align="center"  |+2
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|8|7|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}}
| align="center"  |+6
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|100|200|60|H|-|8|5|-|12|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~7F|-|-|JP: 2|}}
| align="center"  |
{{USFIVFrameDataRow|Target Combo 1|Target Combo 1|(in air) {{hp}} {{---}} {{f}} + mk||(TC1) Air {{hp}} > {{Right}}+{{mk}}|40|50|20|H|-|3|7|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~2F|-|-|-|}}
|   |
{{USFIVFrameDataRow|Target Combo 2|Target Combo 2|(in air) {{lp}} {{---}} {{f}} + hp||(TC2) Air {{lp}} > {{Right}}+{{hp}}|70|150|30|H|-|4|5|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}}
|-
{{USFIVFrameDataRow|Target Combo 3|Target Combo 3|(in air) {{lk}} {{---}} {{f}} + mk||(TC3) Air {{lk}} > {{Right}}+{{mk}}|40|50|20|HL|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}}
|   |Close [[File:Fierce.gif]]
{{USFIVFrameDataHeader}}
| align="center"  |HL
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|34|56|16|16|-20|-20|Range: 2.032|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
| align="center"  |60*70
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|34|64|22|-|-14|-|Range: 2.032||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
| align="center"  |125*75
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|65|2|34|100|-|-|-|-|Range: 2.032, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F|-|-|-|-|-|-|}}
| align="center"  |40*20
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|-500/0|HL|-|10+11|2|34|56|16|16|-20|-20|Range:  2.032, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
| align="center"  |sp/su*-
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|-500/0|HL|-|18+11|2|34|64|22|-|-14|-|Range: 2.032, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
| align="center"  |7
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|210|200|-500/0|-|-|65|2|34|100|-|-|-|-|Range: 2.032, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~65F (99 hits)|-|-|-|-|-|-|}}
| align="center"  |2*2
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|-750/0|HL|-|10+11|2|34|56|22|-|-14|-|Range: 2.032, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
| align="center"  |18
{{USFIVFrameDataHeader}}
| align="center"  |-6
{{USFIVFrameDataRow|Yami Kazura|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|140|40|0.9|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
| align="center"  |-2
{{USFIVFrameDataRow|Uki Yami|Back Throw|b + {{lp}} + lk||Back Throw|130|120|40|0.9|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
| align="center"  |
{{USFIVFrameDataRow|Tobizaru|Air Throw|(in air) {{lp}} + lk||Air Throw|150|100|40|1.1|-|3|2|-||-|-|-|-||||X|-|-|Hard Knockdown|-|-|-|-|-|-|-|-|}}
|   |
{{USFIVFrameDataHeader}}
|-
{{USFIVFrameDataRow|Kunai|Kunai|(in air) {{qcf}} + {{p}} ex||Kunai|30|60|10/10|HL|su|7|-|After landing 16|-|-|-|-13~13|-9~16|Strike attack, can be deflected by other strikes or a projectile.||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
|   |Close [[File:Short.gif]]
{{USFIVFrameDataRow|EX Kunai|EX Kunai|||Kunai {{ex}}|50*50|100*100|-250/0|HL|-|8|-|After landing 9|-|-|-|-9~|5~|Strike attack, can be deflected by other strikes or a projectile., 2nd kunai startup 15f, opponent gains 10x2 meter on hit||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2x2|}}
| align="center"  |HL
{{USFIVFrameDataRow|Tsujigoe|Somersault Jump|dp + p|Able to perform Kunai or Kasumi Suzaku during jump|Somersault Jump {{lp}}|-|-|20/-|-|sp/su|-|-|43 + After landing 1|44|-|-|-|-|27F~ can cancel into kunai or super combo||||-|-|-|-|-|-|Lower body: 1~8F|-|1~7F|8~43F|-|}}
| align="center"  |20
{{USFIVFrameDataRow|||||Somersault Jump {{mp}}|-|-|20/-|-|sp/su|-|-|47 + After landing 1|48|-|-|-|-|27F~ can cancel into kunai or super combo||||-|-|-|-|-|-|Lower body: 1~8F|-|1~7F|8~47F|-|}}
| align="center"  |50
{{USFIVFrameDataRow|||||Somersault Jump {{hp}}|-|-|20/-|-|sp/su|-|-|52 + After landing 1|53|-|-|-|-|27F~ can cancel into kunai or super combo||||-|-|-|-|-|-|Lower body: 1~8F|-|1~7F|8~52F|-|}}
| align="center"  |20
{{USFIVFrameDataRow|Neck Breaker|Neck Breaker|hcf + {{p}} {{ex}} armorbreak||Neck Breaker {{lp}}|120|200|30/30|L|-|15|10|16|40|-|-|-13|-|On block switches to 23f recovery animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |-
{{USFIVFrameDataRow|||||Neck Breaker {{mp}}|120|200|30/30|L|-|15|12|17|43|-|-|-13|-|On block switches to 23f recovery animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |4
{{USFIVFrameDataRow|||||Neck Breaker {{hp}}|120|200|30/30|L|-|15|21|19|54|-|-|-13|-|On block switches to 23f recovery animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |4
{{USFIVFrameDataRow|EX Neck Breaker|EX Neck Breaker|||Neck Breaker {{ex}}|160|250|-250/0|L|-|15|14|19|47|-|-|-13|-|On block switches to 23f recovery animation, opponent gains 10x3 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: 1~28F|-|-|-|}}
| align="center"  |9
{{USFIVFrameDataRow|Raida|Raida|hcb + {{p}} {{ex}} armorbreak||Raida {{lp}}|110|200|10/30|HL|-|6|5|25|35|16|-|-14|-|Not a Throw, range 1.01|||X|Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1~10F|-|JP: 2|}}
| align="center"  |-2
{{USFIVFrameDataRow|||||Raida {{mp}}|110|200|10/30|HL|-|6|5|27|37|16|-|-16|-|Not a Throw, range 1.06|||X|Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1~10F|-|JP: 2|}}
| align="center"  |+1
{{USFIVFrameDataRow|||||Raida {{hp}}|110|200|10/30|HL|-|6|5|29|39|16|-|-18|-|Not a Throw, range 1.10|||X|Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1~10F|-|JP: 2|}}
| align="center"  |
{{USFIVFrameDataRow|EX Raida|EX Raida|||Raida {{ex}}|140|250|-250/0|HL|-|6|5|20|30|16|-|-9|-|Not a Throw, range 1.25, opponent gains 10 meter on hit|||X|Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1~10F|-|JP: 2|}}
|   |
{{USFIVFrameDataRow|Kasumi Gake|Command Dash|qcf + k||Command Dash {{lk}}|-|-|-|-|-|-|-|Total 20|20|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}}
|-
{{USFIVFrameDataRow|||||Command Dash {{mk}}|-|-|-|-|-|-|-|Total 22|22|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}}
|   |Close [[File:Forward.gif]]
{{USFIVFrameDataRow|||||Command Dash {{hk}}|-|-|-|-|-|-|-|Total 24|24|-|-|-|-|3~12F can pass through opponent||||-|-|-|-|-|-|-|-|-|-|-|}}
| align="center"  |HL
{{USFIVFrameDataRow|Kazegiri|Uppercut|dp + {{k}} ex|ex version can be followed up with Kunai|Uppercut {{lk}}|50*20*65|40x3|10/20x3|HL|su|5|1*1*11|17 + After landing 8|42|-|-|-27|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|1~6F|8~34F|JP: 1*2*3|}}
| align="center"  |70
{{USFIVFrameDataRow|||||Uppercut {{mk}}|50*20*75|40x3|10/20x3|HL|su|7|1*1*11|18 + After landing 10|47|-|-|-30|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|1~8F|10~37F|JP: 1*2*3|}}
| align="center"  |100
{{USFIVFrameDataRow|||||Uppercut {{hk}}|50*20*90|40x3|10/20x3|HL|su|9|1*1*11|15 + After landing 10|46|-|-|-27|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|1~10F|12~36F|JP: 1*2*3|}}
| align="center"  |40
{{USFIVFrameDataRow|EX Kazegiri|EX Uppercut|||Uppercut {{ex}}|40*40*80|40x3|-250/0|HL|su|5|3*4(2)8|25 + After landing 14|60|-|-|-26|-|36F~ can cancel into kunai or super combo, opponent gains 10x3 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~7F|-|-|-|8~46F|JP: 1*2*4|}}
| align="center"  |sp/su
{{USFIVFrameDataRow|Tsumuji|Spin Kicks|qcb + {{k}} ex||Spin Kicks {{lk}}|50*50|50*60|10/20*20|HL|-|12|2(10)2|16|41|14|21|-4|3|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |5
{{USFIVFrameDataRow|Tsumuji|Spin Kicks|||Spin Kicks {{mk}}|35*35|70*60|10/20*20|HL|-|15|2(12)2|15|45|16|20|-1|3|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |4
{{USFIVFrameDataRow|Follow Up Attack|Spin Kicks Followup|||Spin Kicks {{mk}} (followup)|50|60|10/20|HL|-|14|2|17|32|16|20|-3|1|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |14
{{USFIVFrameDataRow|Follow Up Attack Low|Spin Kicks Followup Low|||Spin Kicks {{mk}} (followup low)|20|60|10/20|L|-|17|2|15|33|15|-|-2|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |-4
{{USFIVFrameDataRow|Tsumuji|Spin Kicks|||Spin Kicks {{hk}}|50*40|70*60|10/20*20|HL|-*su|15|2(14)2|20|50|18|22|-4|0|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |+1
{{USFIVFrameDataRow|Tsumuji Follow Up Attack|Spin Kicks Followup|||Spin Kicks {{hk}} (followup)|50|70|10/20|HL|-|15|2|19|35|16|20|-5|-1|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |
{{USFIVFrameDataRow|Tsumuji Follow Up Attack Low|Spin Kicks Followup Low|||Spin Kicks {{hk}} (followup low)|20|60|10/20|L|-|18|2|25|44|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
|   |
{{USFIVFrameDataRow|EX Tsumuji|EX Spin Kicks|||Spin Kicks {{ex}}|40*30X3|60x3*70|-250/0|HL|-|12|2(10)2(10)<br>2(10)2|9|58|9|-|-2|-|Opponent gains 10x4 meter on hit||||[4th Hit]: Soft Knockdown|[4th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
|-
{{USFIVFrameDataRow|EX Tsumuji Follow Up Low|EX Spin Kicks Followup Low|||Spin Kicks {{ex}} (followup low)|30|50|-/0|L|-|12|2|-|13|-|-|-|-|Can replace 2nd and/or 3rd hit of EX Tsumuji, opponent gains 10 meter on hit||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
|   |Close [[File:Roundhouse.gif]]
{{USFIVFrameDataRow|EX Tsumuji Follow Up Low Finish|EX Spin Kicks Followup Low Finish|||Spin Kicks {{ex}} (followup {{low}} finish)|25|70|-/0|L|-|12|2|12|25|12|-|-2|-|Can replace 4th hit of EX Tsumuji, opponent gains 10 meter on hit||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
| align="center"  |HL
{{USFIVFrameDataRow|Hien|Hien|rdp + {{k}} ex|Able to perform Kunai or Kasumi Suzaku during recoil|Hien {{lk}}|40*75|70*70|10/0*20|H|-|25|7|6 + After landing 11|48|-|-|-28|-23~-21|2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7~38F|JP: 0*127|}}
| align="center"  |50*60
{{USFIVFrameDataRow|||||Hien {{mk}}|40*90|70*70|10/0*40|H|-|27|7|6 + After landing 11|50|-|-|-29~-28|-31~-29|2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block grounded recovery is considered crouching||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7~40F|JP: 0*127|}}
| align="center"  |125*75
{{USFIVFrameDataRow|||||Hien {{hk}}|40*110|70*90|10/0*60|H|-|28|7|6 + After landing 11|51|-|-|-29~-28|-25~-23|2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block grounded recovery is considered crouching||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7~41F|JP: 0*127|}}
| align="center"  |40*20
{{USFIVFrameDataRow|Hien Recoil|Hien Recoil|||Hien Recoil|-|-|-|H|sp/su|-|-|After landing 8|8|-|-|-|-|21F~ can cancel into kunai or super combo, grounded recovery is considered crouching||||||||-|-|-|-|-|-|-|}}
| align="center"  |-*J
{{USFIVFrameDataRow|EX Hien|EX Hien|||Hien {{ex}}|40x3*50|70*0*0*200|-250/0|H|-|36|12|19 + After landing 11|77|-|-|-12~-9|-|2nd~4th hits only trigger when 1st connects, 4th hit goes into recoil animation on hit/block, listed startup is point blank, startup is distance dependent, tracks opponent, grounded recovery is considered crouching, opponent gains 0x3*30 meter on hit||||[4th Hit]: Soft Knockdown|[4th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 1~13F|1~13F|7F~72F|JP: 127x4|}}
| align="center"  |6
{{USFIVFrameDataRow|EX Hien Recoil|EX Hien Recoil|||Hien Recoil {{ex}}|-|-|-|-|sp/su|-|-|After landing 8|8|-|-|-|-|9F~ can cancel into kunai or super combo, grounded recovery is considered crouching||||||||-|-|-|-|-|-|-|}}
| align="center"  |2*2
{{USFIVFrameDataRow|High Jump|High Jump|tap {{db}} or {{d}} or {{df}} then {{ub}} or {{u}} or uf||High Jump|-|-|-|-|-|-|-|-|-|-|-|-|-|1-4F Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Neutral version is 44F total in air, Back version is 45F total in air, 11F recovery upon landing on empty jump, can cancel midair to jump attack (3F landing recovery instead of 11F) or jump special (with landing recovery of special), cannot be used as a Reversal||||||||-|-|-|-|-|5~44F[5~45F]|-|}}
| align="center"  |23
{{USFIVFrameDataHeader}}
| align="center"  |-5
{{USFIVFrameDataRow|Kasumi Suzaku|Super|(in air) {{qcf}} qcf + p||Super Combo|(27*28)x6|0|-1000/0|HL|-|1+7|-|After landing 5|-|-|-|-12~8|-10~11|Strike attack, can be deflected by other strikes or a projectile, 2 kunai always released at the same time, each pair released every 20f, deals 108 chip damage, opponent gains 10x12 meter on hit||||||||-|All: 1~5F|-|-|-|-|JP: 127x12|}}
| align="center"  |-
{{USFIVFrameDataHeader}}
| align="center"  |2nd hit pursuit property
{{USFIVFrameDataRow|Yoroitoshi|Ultra I|hcb {{hcb}} + 3p||Ultra Combo 1|501<br>[38x5*39*11]|0<br>[50*0x6]|0/0|(1.102)*HLx7|-|0+1[13]|2(10)17|Total 107|148|-|-|-5|-1|1st hit is a throw, If throw whiffs, becomes projectile version, recovery and [] refers to projectile, projectile is active for 59F, opponent gains 15x11 meter on full ultra animation, opponent gains 20x5*10x2 meter on projectile version||X|X|Throw: Hard Knockdown|Throw: Hard Knockdown|Projectile: Hard Knockdown|Projectile: Hard Knockdown|-|All: 1~2F|-|-|-|-|JP: 127x7|}}
|   |
{{USFIVFrameDataRow|Hashinsho|Ultra II|qcf {{qcf}} + {{3k}} armorbreak||Ultra Combo 2|30x6*289|0|0/0|HL|-|0+9|2(2)2(15)2<br>(26)1*2(8)2|70|140|-|-|-63|-|6th hit goes into animation, block advantage based on 4th hit, opponent gains 10x8*1x28*10x2|X|||[4th~6th Hit]: Hard Knockdown|[4th~6th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8F|-|All: 9~70F|-|59~101f|JP: 1~6 sequentially|}}
{{USFIVFrameDataHeader}}
|-
|-
|  |Far [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |25
| align="center"  |50
| align="center"  |20
| align="center"  |ch
| align="center"  |3
| align="center"  |2
| align="center"  |5
| align="center"  |+4
| align="center"  |+8
| align="center"  |
|  |
|-
|  |Far [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |5
| align="center"  |4
| align="center"  |6
| align="center"  |+2
| align="center"  |+6
| align="center"  |
|  |
|-
|  |Far [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |100
| align="center"  |60
| align="center"  |-
| align="center"  |12
| align="center"  |4
| align="center"  |16
| align="center"  |-2
| align="center"  |+2
| align="center"  |
|  |
|-
|  |Far [[File:Short.gif]]
| align="center"  |HL
| align="center"  |20
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |4
| align="center"  |4
| align="center"  |9
| align="center"  |-2
| align="center"  |+1
| align="center"  |
|  |
|-
|  |Far [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |5
| align="center"  |4
| align="center"  |14
| align="center"  |-4
| align="center"  |+1
| align="center"  |
|  |
|-
|  |Far [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |110
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |10
| align="center"  |3
| align="center"  |17
| align="center"  |-2
| align="center"  |+2
| align="center"  |
|  |
|-
|  |Crouch [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |20
| align="center"  |50
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |4
| align="center"  |3
| align="center"  |6
| align="center"  |+3
| align="center"  |+6
| align="center"  |
|  |
|-
|  |Crouch [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |8
| align="center"  |7
| align="center"  |7
| align="center"  |0
| align="center"  |+3
| align="center"  |
|  |
|-
|  |Crouch [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |J
| align="center"  |9
| align="center"  |3
| align="center"  |18
| align="center"  |-3
| align="center"  |+2
| align="center"  |Forces stand, pursuit property
|  |
|-
|  |Crouch [[File:Short.gif]]
| align="center"  |L
| align="center"  |20
| align="center"  |50
| align="center"  |20
| align="center"  |sp/su
| align="center"  |4
| align="center"  |2
| align="center"  |8
| align="center"  |+1
| align="center"  |+4
| align="center"  |
|  |
|-
|  |Crouch [[File:Forward.gif]]
| align="center"  |L
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |6
| align="center"  |5
| align="center"  |9
| align="center"  |0
| align="center"  |+3
| align="center"  |
|  |
|-
|  |Crouch [[File:Roundhouse.gif]]
| align="center"  |L
| align="center"  |90
| align="center"  |100
| align="center"  |60
| align="center"  |-
| align="center"  |6
| align="center"  |2
| align="center"  |25
| align="center"  |-9
| align="center"  |-
| align="center"  |Hard knockdown
|  |
|-
|  |Jump Up [[File:Jab.gif]]
| align="center"  |H
| align="center"  |50
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |6
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Up [[File:Strong.gif]]
| align="center"  |H
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |6
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Up [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |120
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |9
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Up [[File:Short.gif]]
| align="center"  |H
| align="center"  |50
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |6
| align="center"  |12
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Up [[File:Forward.gif]]
| align="center"  |H
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |6
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Up [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |110
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |7
| align="center"  |3
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Forward [[File:Jab.gif]]
| align="center"  |H
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |6
| align="center"  |6
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Forward [[File:Strong.gif]]
| align="center"  |H
| align="center"  |70
| align="center"  |50
| align="center"  |40
| align="center"  |-
| align="center"  |7
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Forward [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |120
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |11
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Forward [[File:Short.gif]]
| align="center"  |H
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |4
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Forward [[File:Forward.gif]]
| align="center"  |H
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |8
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Jump Forward [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |8
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |[air-hit] limited juggle knockdown, pursuit property
|  |
|-
|  |Agemen [[File:Left.gif]]+[[File:Strong.gif]]
| align="center"  |HL
| align="center"  |30*60
| align="center"  |50*50
| align="center"  |40*40
| align="center"  |sp/su*-
| align="center"  |6
| align="center"  |1*2
| align="center"  |10
| align="center"  |0
| align="center"  |+4
| align="center"  |1st ground hit forces stand, 1st air hit limited juggle knockdown, 2nd hit pursuit property
|  |
|-
|  |Backhand Punch<br />[[File:Fierce.gif]] &gt; [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |50
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |20
| align="center"  |-4
| align="center"  |0
| align="center"  |
|  |
|-
|  |Spin Kick [[File:Right.gif]]+[[File:Short.gif]]
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |4
| align="center"  |4
| align="center"  |9
| align="center"  |0
| align="center"  |+4
| align="center"  |
|  |
|-
|  |Reverse Spin Kick<br />[[File:Left.gif]]+[[File:Forward.gif]]
| align="center"  |HL
| align="center"  |30
| align="center"  |50
| align="center"  |20
| align="center"  |sp/su
| align="center"  |10
| align="center"  |2
| align="center"  |17
| align="center"  |-1
| align="center"  |+2
| align="center"  |
|  |
|-
|  |Hammer Kick [[File:Right.gif]]+[[File:Forward.gif]]
| align="center"  |H
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |25
| align="center"  |2
| align="center"  |10
| align="center"  |+3
| align="center"  |+5
| align="center"  |3~31f airborne, 8~27f legs strike invincible
|  |
|-
|  |Sazan [[File:Downright.gif]]+[[File:Forward.gif]]
| align="center"  |L
| align="center"  |70
| align="center"  |100
| align="center"  |20
| align="center"  |-
| align="center"  |7
| align="center"  |11
| align="center"  |11
| align="center"  |-11
| align="center"  |-5
| align="center"  |5~17f upper body projectile invincible
|  |
|-
|  |Bonsho Kick [[File:Right.gif]]+[[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |210
| align="center"  |60
| align="center"  |-
| align="center"  |13
| align="center"  |2
| align="center"  |21
| align="center"  |-3
| align="center"  |+1
| align="center"  |5~30f airborne, [counter-hit] +5 frame advantage
|  |
|-
|  |High Jump
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Total 55[56]
| align="center"  |-
| align="center"  |-
| align="center"  |5~44f airborne, 1~4f special move or ultra cancellable, 11 grounded recovery frames, can use jump attack or special move once airborne (3 grounded recovery frames), [] refers to backwards jump, treated as a special move
|  |
|-
|  |Target Combo 1<br />[[File:Up.gif]] or [[File:Upright.gif]]+[[File:Fierce.gif]] &gt; [[File:Right.gif]]+[[File:Forward.gif]]
| align="center"  |H
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |3
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Target Combo 2<br />[[File:Upright.gif]]+[[File:Jab.gif]] &gt; [[File:Right.gif]]+[[File:Fierce.gif]]
| align="center"  |H
| align="center"  |70
| align="center"  |150
| align="center"  |30
| align="center"  |-
| align="center"  |4
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Target Combo 3<br />[[File:Upright.gif]]+[[File:Short.gif]] &gt; [[File:Right.gif]]+[[File:Forward.gif]]
| align="center"  |HL
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |4
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Target Combo 4, 6<br />[[File:Jab.gif]] &gt; [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |30*30
| align="center"  |50*50
| align="center"  |40*40
| align="center"  |sp/su*-
| align="center"  |5
| align="center"  |1*2
| align="center"  |11
| align="center"  |-1
| align="center"  |+3
| align="center"  |Forces stand
|  |
|-
|  |Target Combo 4<br />[[File:Jab.gif]] &gt; [[File:Strong.gif]] &gt; [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |60
| align="center"  |30
| align="center"  |sp/su
| align="center"  |2
| align="center"  |3
| align="center"  |10
| align="center"  |+1
| align="center"  |+4
| align="center"  |
|  |
|-
|  |Target Combo 5<br />[[File:Jab.gif]] &gt; [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |4
| align="center"  |3
| align="center"  |9
| align="center"  |+2
| align="center"  |+5
| align="center"  |
|  |
|-
|  |Target Combo 5<br />[[File:Jab.gif]] &gt; [[File:Strong.gif]] &gt; [[File:Right.gif]]+[[File:Short.gif]]
| align="center"  |HL
| align="center"  |20
| align="center"  |30
| align="center"  |10
| align="center"  |-
| align="center"  |4
| align="center"  |4
| align="center"  |9
| align="center"  |-1
| align="center"  |+2
| align="center"  |
|  |
|-
|  |Target Combo 6, 8<br />... &gt; [[File:Down.gif]]+[[File:Roundhouse.gif]]
| align="center"  |L
| align="center"  |60
| align="center"  |60
| align="center"  |30
| align="center"  |-
| align="center"  |4
| align="center"  |2
| align="center"  |25
| align="center"  |-9
| align="center"  |-
| align="center"  |
|  |
|-
|  |Target Combo 6, 8, 10<br />... &gt; [[File:Down.gif]]+[[File:Roundhouse.gif]] &gt; [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |60
| align="center"  |60
| align="center"  |30
| align="center"  |J
| align="center"  |5
| align="center"  |3
| align="center"  |18
| align="center"  |-7
| align="center"  |-
| align="center"  |pursuit property
|  |
|-
|  |Target Combo 7<br />[[File:Left.gif]]+[[File:Forward.gif]] &gt; [[File:Right.gif]]+[[File:Forward.gif]]
| align="center"  |H
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |25
| align="center"  |2
| align="center"  |12
| align="center"  |+1
| align="center"  |+3
| align="center"  |3~32f airborne, 8~27f legs strike invincible
|  |
|-
|  |Target Combo 9<br />[[File:Short.gif]] &gt; [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |sp/su
| align="center"  |4
| align="center"  |4
| align="center"  |14
| align="center"  |-4
| align="center"  |+1
| align="center"  |
|  |
|-
|  |Target Combo 9<br />[[File:Short.gif]] &gt; [[File:Forward.gif]] &gt; [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |60
| align="center"  |60
| align="center"  |30
| align="center"  |-
| align="center"  |5
| align="center"  |3
| align="center"  |18
| align="center"  |-3
| align="center"  |+1
| align="center"  |
|  |
|-
|  |Focus Attack LVL 1
| align="center"  |HL
| align="center"  |60
| align="center"  |100
| align="center"  |20
| align="center"  |-
| align="center"  |10+11
| align="center"  |2
| align="center"  |34
| align="center"  |-20
| align="center"  |-20
| align="center"  |
|  |
|-
|  |Focus Attack LVL 2
| align="center"  |HL
| align="center"  |80
| align="center"  |150
| align="center"  |40
| align="center"  |-
| align="center"  |18+11
| align="center"  |2
| align="center"  |34
| align="center"  |-14
| align="center"  |-
| align="center"  |
|  |
|-
|  |Focus Attack LVL 3
| align="center"  |-
| align="center"  |140
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |65
| align="center"  |2
| align="center"  |34
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Forward Throw
| align="center"  |0.90
| align="center"  |130
| align="center"  |140
| align="center"  |40
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |Hard knockdown
|  |
|-
|  |Back Throw
| align="center"  |0.90
| align="center"  |130
| align="center"  |120
| align="center"  |40
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |Hard knockdown
|  |
|-
|  |Air Throw
| align="center"  |1.10
| align="center"  |150
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Hard knockdown
|  |
|-
|  |Kunai
| align="center"  |HL
| align="center"  |30
| align="center"  |60
| align="center"  |10/10
| align="center"  |su
| align="center"  |7
| align="center"  |-
| align="center"  |After landing 16
| align="center"  |-
| align="center"  |-
| align="center"  |projectile is a strike hitbox, projectile disappears when it touches a strike or projectile
|  |
|-
|  |Kunai [[File:EX.gif]]
| align="center"  |HL
| align="center"  |50*50
| align="center"  |100*100
| align="center"  |-250/0
| align="center"  |-
| align="center"  |8
| align="center"  |-
| align="center"  |After landing 9
| align="center"  |-
| align="center"  |-
| align="center"  |pursuit property, projectile is a strike hitbox, projectile disappears when it touches a strike or projectile, 2nd projectile startup 15f
|  |
|-
|  |Tsuijigoe [[File:Jab.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |20/-
| align="center"  |sp/su
| align="center"  |-
| align="center"  |-
| align="center"  |Total 50
| align="center"  |-
| align="center"  |-
| align="center"  |1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 27f~ can cancel into kunai or super combo
|  |
|-
|  |Tsuijigoe [[File:strong.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |20/-
| align="center"  |sp/su
| align="center"  |-
| align="center"  |-
| align="center"  |Total 54
| align="center"  |-
| align="center"  |-
| align="center"  |1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 29f~ can cancel into kunai or super combo
|  |
|-
|  |Tsuijigoe [[File:fierce.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |20/-
| align="center"  |sp/su
| align="center"  |-
| align="center"  |-
| align="center"  |Total 59
| align="center"  |-
| align="center"  |-
| align="center"  |1~9f lower body strike invincible, 1~7f unthrowable, 8f~ airborne, 7 grounded recovery frames, 30f~ can cancel into kunai or super combo
|  |
|-
|  |Neck Breaker [[File:Jab.gif]]
| align="center"  |L
| align="center"  |120
| align="center"  |200
| align="center"  |30/30
| align="center"  |-
| align="center"  |15
| align="center"  |10
| align="center"  |16
| align="center"  |-13
| align="center"  |-
| align="center"  |Hard knockdown, armor break, on block switches to 23f recovery animation
|  |
|-
|  |Neck Breaker [[File:Strong.gif]]
| align="center"  |L
| align="center"  |120
| align="center"  |200
| align="center"  |30/30
| align="center"  |-
| align="center"  |15
| align="center"  |12
| align="center"  |17
| align="center"  |-13
| align="center"  |-
| align="center"  |Hard knockdown, armor break, on block switches to 23f recovery animation
|  |
|-
|  |Neck Breaker [[File:Fierce.gif]]
| align="center"  |L
| align="center"  |120
| align="center"  |200
| align="center"  |30/30
| align="center"  |-
| align="center"  |15
| align="center"  |21
| align="center"  |19
| align="center"  |-13
| align="center"  |-
| align="center"  |Hard knockdown, armor break, on block switches to 23f recovery animation
|  |
|-
|  |Neck Breaker [[File:EX.gif]]
| align="center"  |L
| align="center"  |160
| align="center"  |250
| align="center"  |-250/0
| align="center"  |-
| align="center"  |15
| align="center"  |14
| align="center"  |19
| align="center"  |-13
| align="center"  |-
| align="center"  |1~28f projectile invincible, hard knockdown, armor break, on block switches to 23f recovery animation
|  |
|-
|  |Raida [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |110
| align="center"  |200
| align="center"  |10/30
| align="center"  |-
| align="center"  |6
| align="center"  |5
| align="center"  |25
| align="center"  |-14
| align="center"  |-
| align="center"  |1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.01
|  |
|-
|  |Raida [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |110
| align="center"  |200
| align="center"  |10/30
| align="center"  |-
| align="center"  |6
| align="center"  |5
| align="center"  |27
| align="center"  |-16
| align="center"  |-
| align="center"  |1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.06
|  |
|-
|  |Raida [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |110
| align="center"  |200
| align="center"  |10/30
| align="center"  |-
| align="center"  |6
| align="center"  |5
| align="center"  |29
| align="center"  |-18
| align="center"  |-
| align="center"  |1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.10
|  |
|-
|  |Raida [[File:EX.gif]]
| align="center"  |HL
| align="center"  |140
| align="center"  |250
| align="center"  |-250/0
| align="center"  |-
| align="center"  |6
| align="center"  |5
| align="center"  |20
| align="center"  |-9
| align="center"  |-
| align="center"  |1~10f unthrowable, untechable limited juggle knockdown, armor break, pursuit property, throw range 1.25
|  |
|-
|  |Kasumi Gake [[File:Short.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Total 20
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Kasumi Gake [[File:forward.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Total 22
| align="center"  |-
| align="center"  |-
| align="center"  |
|  |
|-
|  |Kasumi Gake [[File:roundhouse.gif]]
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Total 24
| align="center"  |-
| align="center"  |-
| align="center"  |3~12f can pass through opponent
|  |
|-
|  |Kazegiri [[File:Short.gif]]
| align="center"  |HL
| align="center"  |50*20*65
| align="center"  |40x3
| align="center"  |10/20x3
| align="center"  |su
| align="center"  |5
| align="center"  |1*1*11
| align="center"  |17 + After landing 8
| align="center"  |-27
| align="center"  |-
| align="center"  |1~6f unthrowable, 8~34f airborne, pursuit property
|  |
|-
|  |Kazegiri [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |50*20*75
| align="center"  |40x3
| align="center"  |10/20x3
| align="center"  |su
| align="center"  |7
| align="center"  |1*1*11
| align="center"  |18 + After landing 10
| align="center"  |-30
| align="center"  |-
| align="center"  |1~8f unthrowable, 10~37f airborne, pursuit property
|  |
|-
|  |Kazegiri [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |50*20*90
| align="center"  |40x3
| align="center"  |10/20x3
| align="center"  |su
| align="center"  |9
| align="center"  |1*1*11
| align="center"  |15 + After landing 10
| align="center"  |-27
| align="center"  |-
| align="center"  |1~10f unthrowable, 12~36f airborne, pursuit property
|  |
|-
|  |Kazegiri [[File:EX.gif]]
| align="center"  |HL
| align="center"  |40*40*80
| align="center"  |40x3
| align="center"  |-250/0
| align="center"  |su
| align="center"  |5
| align="center"  |3*4(2)8
| align="center"  |25 + After landing 14
| align="center"  |-26
| align="center"  |-
| align="center"  |1~6f Invincible, 8~45f airborne, pursuit property, 36f~ can cancel into kunai or super combo
|  |
|-
|  |Tsumuji [[File:Short.gif]]
| align="center"  |HL
| align="center"  |50*50
| align="center"  |50*60
| align="center"  |10/20*20
| align="center"  |-
| align="center"  |12
| align="center"  |2(10)2
| align="center"  |16
| align="center"  |-4
| align="center"  |+3
| align="center"  |[air-hit] limited juggle knockdown
|  |
|-
|  |Tsumuji [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |35*35
| align="center"  |70*60
| align="center"  |10/20*20
| align="center"  |-
| align="center"  |15
| align="center"  |2(12)2
| align="center"  |14
| align="center"  |0
| align="center"  |+4
| align="center"  |[air-hit] limited juggle knockdown
|  |
|-
|  |Tsumuji [[File:Forward.gif]] (followup)
| align="center"  |HL
| align="center"  |50
| align="center"  |60
| align="center"  |10/20
| align="center"  |-
| align="center"  |14
| align="center"  |2
| align="center"  |17
| align="center"  |-3
| align="center"  |+1
| align="center"  |[air-hit] limited juggle knockdown, treated as a separate move
|  |
|-
|  |Tsumuji [[File:Forward.gif]] ([[File:down.gif]] followup)
| align="center"  |L
| align="center"  |20
| align="center"  |60
| align="center"  |10/20
| align="center"  |-
| align="center"  |17
| align="center"  |2
| align="center"  |15
| align="center"  |-2
| align="center"  |-
| align="center"  |Hard knockdown, treated as a separate move
|  |
|-
|  |Tsumuji [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |50*40
| align="center"  |70*60
| align="center"  |10/20*20
| align="center"  |-*su
| align="center"  |15
| align="center"  |2(14)2
| align="center"  |20
| align="center"  |-4
| align="center"  |0
| align="center"  |[air-hit] limited juggle knockdown
|  |
|-
|  |Tsumuji [[File:Roundhouse.gif]] (followup)
| align="center"  |HL
| align="center"  |50
| align="center"  |70
| align="center"  |10/20
| align="center"  |-
| align="center"  |15
| align="center"  |2
| align="center"  |19
| align="center"  |-5
| align="center"  |-1
| align="center"  |[air-hit] limited juggle knockdown, treated as a separate move
|  |
|-
|  |Tsumuji [[File:Roundhouse.gif]] ([[File:down.gif]] followup)
| align="center"  |L
| align="center"  |20
| align="center"  |60
| align="center"  |10/20
| align="center"  |-
| align="center"  |18
| align="center"  |2
| align="center"  |25
| align="center"  |-9
| align="center"  |-
| align="center"  |Hard knockdown, treated as a separate move
|  |
|-
|  |Tsumuji [[File:EX.gif]]
| align="center"  |HL
| align="center"  |40*30X3
| align="center"  |60x3*70
| align="center"  |-250/0
| align="center"  |-
| align="center"  |12
| align="center"  |2(10)2(10)2(10)2
| align="center"  |9
| align="center"  |-2
| align="center"  |-
| align="center"  |
|  |
|-
|  |Tsumuji [[File:EX.gif]] (2nd-3rd [[File:down.gif]] followup)
| align="center"  |L
| align="center"  |30
| align="center"  |50
| align="center"  |-/0
| align="center"  |-
| align="center"  |12
| align="center"  |2
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |treated as a separate move
|  |
|-
|  |Tsumuji [[File:EX.gif]] (4th [[File:down.gif]] followup)
| align="center"  |L
| align="center"  |25
| align="center"  |70
| align="center"  |-/0
| align="center"  |-
| align="center"  |12
| align="center"  |2
| align="center"  |12
| align="center"  |-2
| align="center"  |-
| align="center"  |Hard knockdown, treated as a separate move
|  |
|-
|  |Hien [[File:Short.gif]]
| align="center"  |H
| align="center"  |40*75
| align="center"  |70*70
| align="center"  |10/0*20
| align="center"  |-
| align="center"  |25
| align="center"  |7
| align="center"  |6 + After landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |7f~ airborne, 2nd hit goes into recoil animation on hit/block
|  |
|-
|  |Hien [[File:Forward.gif]]
| align="center"  |H
| align="center"  |40*90
| align="center"  |70*70
| align="center"  |10/0*40
| align="center"  |-
| align="center"  |27
| align="center"  |7
| align="center"  |6 + After landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |7f~ airborne, 2nd hit goes into recoil animation on hit/block
|  |
|-
|  |Hien [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |40*110
| align="center"  |70*90
| align="center"  |10/0*60
| align="center"  |-
| align="center"  |28
| align="center"  |7
| align="center"  |6 + After landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |7f~ airborne, 2nd hit goes into recoil animation on hit/block
|  |
|-
|  |Hien [[File:EX.gif]]
| align="center"  |H
| align="center"  |40x3*50
| align="center"  |70*0*0*200
| align="center"  |-250/0
| align="center"  |-
| align="center"  |36
| align="center"  |12
| align="center"  |19 + After landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |1~13f projectile and throw invincible, 9f~ airborne, after 2nd hit on hit/block 4th hit will go into recoil animation, listed startup is point blank, startup is distance dependent, tracks opponent
|  |
|-
|  |Hien (recoil)
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |sp/su
| align="center"  |-
| align="center"  |-
| align="center"  |After landing 8
| align="center"  |-
| align="center"  |-
| align="center"  |21f~ (EX version 9f~) can cancel into kunai or super combo
|  |
|-
|  |Super Combo
| align="center"  |HL
| align="center"  |(27*28)x6
| align="center"  |0
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |1+7
| align="center"  |-
| align="center"  |After landing 5
| align="center"  |-
| align="center"  |-
| align="center"  |1~5f Invincible, pursuit property, projectiles are strike hitboxes, does not nullify projectiles, 2 projectiles released at the same time, every projectile thereafter released every 20f
|  |
|-
|  |Ultra Combo 1
| align="center"  |(1.10)*HLx7
| align="center"  |501[38*45*38x4*39]
| align="center"  |0[50*0x6]
| align="center"  |0/0
| align="center"  |-
| align="center"  |0+1[13]
| align="center"  |2(10)17
| align="center"  |Total 107
| align="center"  |-5
| align="center"  |-1
| align="center"  |1~2f Invincible, 1st hit is a throw, untechable limited juggle knockdown, 1st hit on air hit releases projectile, recovery and [] refers to projectile, projectile is active for 59f, projectiles have pursuit properties
|  |
|-
|  |Ultra Combo 2
| align="center"  |HL
| align="center"  |30x6*289
| align="center"  |0
| align="center"  |0/0
| align="center"  |-
| align="center"  |0+9
| align="center"  |2(2)2(15)2(26)1*2(8)2
| align="center"  |70
| align="center"  |-63
| align="center"  |-
| align="center"  |1~8f Invincible, 9~70f projectile invincible, 59~101f airborne, hard knockdown, armor break, 6th hit goes into animation, block advantage based on 4th hit
|  |
|-
!  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-
|}
|}




=====Notes:=====
=====Notes=====
*: "J" means jump and super-jump cancellable
 
[[Category: Ultra Street Fighter IV]]
{{Navbox-USFIV}}
[[Category:Ultra Street Fighter IV]]

Latest revision as of 09:25, 8 December 2022

Ultra Street Fighter IVUSFIV-Header.png

Ibuki

SSFIV-Ibuki Face.jpg

Being trained as a ninja since childhood, Ibuki secretly wishes nothing more than to escape the life she has lived for as long as she can remember and become a "normal" teenage girl in Japan. Although she excels in her training and has become an effective hand-to-hand combatant, as well as an expert at the throwing knife, Ibuki does not enjoy being part of the hidden clan. And as her high school years draw to an end, she is hoping to escape the life of a ninja permanently and become a regular college girl living a regular college life.


In a nutshell

One thing that makes Ibuki so unique is her mobility. From her command dash to High Jumps, Ibuki definitely has ways to continually run circles around the opponent. And everything she has can lead into an untechable Neck Breaker thanks to her myriad of Target Combos and links. And once she gets that untechable knock down, it's time for her Kunai traps. Oftentimes, Ibukis can win entire rounds from one knock down, and keep the opponent guessing which side to block. However, relying on that trap is a mistake: she's definitely a finesse character and, without learning many of her fundamentals, your opportunities for Kunai traps may never arise.

Players to Watch

Pugera (JP), Sako (JP)

Click for Omega SF4 version

Ultra SFIV Changes

Ibuki SF4 Changelist

Character Specific Data

Ibuki

VITALS
Health: 900 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.045 Forward Dash Distance: 1.70
Back Walk Speed: 0.03125 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 1.57
Jump Height Apex: 2.12 Back Dash Total Frames: 28
Jump Total Frames: 43 (4+39) Back Dash Invincibility: 8
Forward Jump Distance: 2.28 Back Dash Airborne: 15
Back Jump Distance 2.28 Back Dash Recovery: 5
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Hammer Kick, Target Combo 1, Target Combo 2, Target Combo 3, Target Combo 7, Hien, EX Hien Hard Knockdowns: Crouch HK, Target Combo 6 (3rd Part), Target Combo 8 (2nd Part), Neck Breaker, EX Neck Breaker, Raida, EX Raida, Tsumuji Follow Up Attack Low (final hit), EX Tsumuji Follow Up Attack Low (final hit)
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Sazan, Target Combo 6 (3rd Part), Target Combo 8 (2nd Part), Neck Breaker, EX Neck Breaker, Tsumuji Follow Up Attack Low, EX Tsumuji Follow Up Low Armor Breakers: Neck Breaker, EX Neck Breaker, Hashinsho
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Backhand Punch
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -12 L2 FA Back Dash (On Block): -6


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 30 50 20 HL sp/su 3 2 10 0 3
Close MP Close Mp.png 70 100 40 HL - 5 4 6 2 6
Close HP Close Hp.png 60*70 125*75 40*20 HL sp/su*- 7 2*2 18 -6 -2
Close LK Close Lk.png 20 50 20 HL - 4[5] 4 9 -2 1
Close MK Close Mk.png 70 100 40 HL sp/su 5 4 14 -4 1
Close HK Close Hk.png 50*60 125*75 40*20 HL -*J 6 2*2 23 -5 -
Far LP Far Lp.png 25 50 20 HL ch 3 2 5 4 8
Far MP Far Mp.png 70 100 40 HL - 5 4 6 2 6
Far HP Far Hp.png 100 100 60 HL - 12 4 16 -2 2
Far LK Far Lk.png 20 50 20 HL - 4[5] 4 9 -2 1
Far MK Far Mk.png 70 100 40 HL sp/su 5 4 14 -4 1
Far HK Far Hk.png 110 200 60 HL - 10 3 17 -2 2
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 3 6 3 6
Crouch MP Crouch Mp.png 70 100 40 HL sp/su 8 7 7 0 3
Crouch HP Crouch Hp.png 100 200 60 HL J 9 3 18 -3 2
Crouch LK Crouch Lk.png 20 50 20 L sp/su 4 2 8 1 4
Crouch MK Crouch Mk.png 70 100 40 L - 6 5 9 0 3
Crouch HK Crouch Hk.png 90 100 60 L - 6 2 25 -9 -
Agemen Left.gif+Mp.png 30*60 50*50 40*40 HL sp/su*- 6 1*2 10 0 4
Backhand Punch Hp.png > Hp.png 50 200 60 HL sp/su 3 2 20 -4 0
Spin Kick Right.gif+Lk.png 70 100 40 HL - 4 4 9 0 4
Reverse Spin Kick Left.gif+Mk.png 30 50 20 HL sp/su 10 2 17 -1 2
Hammer Kick Overhead
Right.gif+Mk.png
80 100 40 H - 25 2 10 2 5
Sazan Slide
Downright.gif+Mk.png
70 100 20 L - 7 11 11 -11 -5
Bonsho Kick Hopkick
Right.gif+Hk.png
100 210 60 HL - 13 2 21 -3 1
Target Combo 4 (TC4) Lp.png > Mp.png 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 -1 3
Target Combo 4 (TC4) ... > Hp.png 100 60 30 HL sp/su 2 3 10 1 4
Target Combo 5 (TC5) Lp.png > Mp.png 40 50 20 HL - 4 3 9 2 5
Target Combo 5 (TC5) ... > Right.gif+Lk.png 20 30 10 HL - 4 4 9 -1 2
Target Combo 6 (TC6) Lp.png > Mp.png 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 -1 3
Target Combo 6 (TC6) ... > Down.gif+Hk.png 60 60 30 L - 4 2 25 -9 -
Target Combo 6 (TC6) ... > Down.gif+Hk.png > Hk.png 60 60 30 HL 5 3 18 -7 -
Target Combo 7 (TC7) Left.gif+Mk.png > Right.gif+Mk.png 80 100 40 H - 25 2 12 1 3
Target Combo 8 (TC8) Hp.png > Down.gif+Hk.png 60 60 30 L - 4 2 25 -9 -
Target Combo 8 (TC8) ... > Down.gif+Hk.png > Hk.png 60 60 30 HL J 5 3 18 -7 -
Target Combo 9 (TC9) Lk.png > Mk.png 40 50 20 HL sp/su 4 4 14 -4 1
Target Combo 9 (TC9) ... > Hk.png 60 60 30 HL - 5 3 18 -3 1
Target Combo 10 (TC10) Down.gif+Hk.png > Hk.png 60 60 30 HL J 5 3 18 -7 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 6 7 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 7 - - -
Neutral Jump HP Neutral Jump Hp.png 120 200 60 H - 9 5 - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 6 12 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 7 - - -
Neutral Jump HK Neutral Jump Hk.png 110 200 60 H - 7 3 - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 6 6 - - -
Angled Jump MP Angled Jump Mp.png 70 50 40 H - 7 8 - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 11 5 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 4 8 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 8 7 - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 8 5 - - -
Target Combo 1 (TC1) Air Hp.png > Right.gif+Mk.png 40 50 20 H - 3 7 - - -
Target Combo 2 (TC2) Air Lp.png > Right.gif+Hp.png 70 150 30 H - 4 5 - - -
Target Combo 3 (TC3) Air Lk.png > Right.gif+Mk.png 40 50 20 HL - 4 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 34 -20 -20
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 -14 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 34 -20 -20
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 34 -14 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 34 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 34 -14 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Yami Kazura Forward Throw 130 140 40 0.9 - 3 2 20 - -
Uki Yami Back Throw 130 120 40 0.9 - 3 2 20 - -
Tobizaru Air Throw 150 100 40 1.1 - 3 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Kunai Kunai 30 60 10/10 HL su 7 - After landing 16 -13~13 -9~16
EX Kunai Kunai Ex.png 50*50 100*100 -250/0 HL - 8 - After landing 9 -9~ 5~
Tsujigoe Somersault Jump Lp.png - - 20/- - sp/su - - 43 + After landing 1 - -
Somersault Jump Mp.png - - 20/- - sp/su - - 47 + After landing 1 - -
Somersault Jump Hp.png - - 20/- - sp/su - - 52 + After landing 1 - -
Neck Breaker Neck Breaker Lp.png 120 200 30/30 L - 15 10 16 -13 -
Neck Breaker Mp.png 120 200 30/30 L - 15 12 17 -13 -
Neck Breaker Hp.png 120 200 30/30 L - 15 21 19 -13 -
EX Neck Breaker Neck Breaker Ex.png 160 250 -250/0 L - 15 14 19 -13 -
Raida Raida Lp.png 110 200 10/30 HL - 6 5 25 -14 -
Raida Mp.png 110 200 10/30 HL - 6 5 27 -16 -
Raida Hp.png 110 200 10/30 HL - 6 5 29 -18 -
EX Raida Raida Ex.png 140 250 -250/0 HL - 6 5 20 -9 -
Kasumi Gake Command Dash Lk.png - - - - - - - Total 20 - -
Command Dash Mk.png - - - - - - - Total 22 - -
Command Dash Hk.png - - - - - - - Total 24 - -
Kazegiri Uppercut Lk.png 50*20*65 40x3 10/20x3 HL su 5 1*1*11 17 + After landing 8 -27 -
Uppercut Mk.png 50*20*75 40x3 10/20x3 HL su 7 1*1*11 18 + After landing 10 -30 -
Uppercut Hk.png 50*20*90 40x3 10/20x3 HL su 9 1*1*11 15 + After landing 10 -27 -
EX Kazegiri Uppercut Ex.png 40*40*80 40x3 -250/0 HL su 5 3*4(2)8 25 + After landing 14 -26 -
Tsumuji Spin Kicks Lk.png 50*50 50*60 10/20*20 HL - 12 2(10)2 16 -4 3
Tsumuji Spin Kicks Mk.png 35*35 70*60 10/20*20 HL - 15 2(12)2 15 -1 3
Follow Up Attack Spin Kicks Mk.png (followup) 50 60 10/20 HL - 14 2 17 -3 1
Follow Up Attack Low Spin Kicks Mk.png (followup low) 20 60 10/20 L - 17 2 15 -2 -
Tsumuji Spin Kicks Hk.png 50*40 70*60 10/20*20 HL -*su 15 2(14)2 20 -4 0
Tsumuji Follow Up Attack Spin Kicks Hk.png (followup) 50 70 10/20 HL - 15 2 19 -5 -1
Tsumuji Follow Up Attack Low Spin Kicks Hk.png (followup low) 20 60 10/20 L - 18 2 25 -9 -
EX Tsumuji Spin Kicks Ex.png 40*30X3 60x3*70 -250/0 HL - 12 2(10)2(10)
2(10)2
9 -2 -
EX Tsumuji Follow Up Low Spin Kicks Ex.png (followup low) 30 50 -/0 L - 12 2 - - -
EX Tsumuji Follow Up Low Finish Spin Kicks Ex.png (followup Low.png finish) 25 70 -/0 L - 12 2 12 -2 -
Hien Hien Lk.png 40*75 70*70 10/0*20 H - 25 7 6 + After landing 11 -28 -23~-21
Hien Mk.png 40*90 70*70 10/0*40 H - 27 7 6 + After landing 11 -29~-28 -31~-29
Hien Hk.png 40*110 70*90 10/0*60 H - 28 7 6 + After landing 11 -29~-28 -25~-23
Hien Recoil Hien Recoil - - - H sp/su - - After landing 8 - -
EX Hien Hien Ex.png 40x3*50 70*0*0*200 -250/0 H - 36 12 19 + After landing 11 -12~-9 -
EX Hien Recoil Hien Recoil Ex.png - - - - sp/su - - After landing 8 - -
High Jump High Jump - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Kasumi Suzaku Super Combo (27*28)x6 0 -1000/0 HL - 1+7 - After landing 5 -12~8 -10~11
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Yoroitoshi Ultra Combo 1 501
[38x5*39*11]
0
[50*0x6]
0/0 (1.102)*HLx7 - 0+1[13] 2(10)17 35 -5 -1
Hashinsho Ultra Combo 2 30x6*289 0 0/0 HL - 0+9 2(2)2(15)2
(26)1*2(8)2
70 -63 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Agemen

Upward Jab b + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Backhand Punch

Backfist hp ---.png hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Spin Kick

Low Kick f + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Reverse Spin Kick

Spin Kick b + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hammer Kick

Overhead f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sazan

Slide df + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Bonsho Kick

Hop Kick f + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 1

Target Combo 1 (in air) Hp.png ---.png F.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 2

Target Combo 2 (in air) Lp.png ---.png F.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 3

Target Combo 3 (in air) Lk.png ---.png F.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 4

Target Combo 4 (near opponent) Lp.png ---.png mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 4

Target Combo 4 (near opponent) Lp.png ---.png Mp.png ---.png hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 5

Target Combo 5 (far from opponent) Lp.png ---.png mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 5

Target Combo 5 (far from opponent) Lp.png ---.png Mp.png ---.png F.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 6

Target Combo 6 (near opponent) Lp.png ---.png mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 6

Target Combo 6 (near opponent) Lp.png ---.png Mp.png ---.png D.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 6

Target Combo 6 (near opponent) Lp.png ---.png Mp.png ---.png D.png + Hk.png ---.png hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 7

Target Combo 7 b + Mk.png ---.png F.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 8

Target Combo 8 (near opponent) Hp.png ---.png D.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 8

Target Combo 8 (near opponent) Hp.png ---.png D.png + Hk.png ---.png hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 9

Target Combo 9 lk ---.png mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 9

Target Combo 9 lk ---.png Mk.png ---.png hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 10

Target Combo 10 d + Hk.png ---.png hk

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Yami Kazura

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Uki Yami

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tobizaru

Air Throw (in air) Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Kunai

Kunai (in air) Qcf.png + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tsujigoe

Somersault Jump dp + p Able to perform Kunai or Kasumi Suzaku during jump

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neck Breaker

Neck Breaker hcf + P.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Raida

Raida hcb + P.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kasumi Gake

Command Dash qcf + k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kazegiri

Uppercut dp + K.png ex ex version can be followed up with Kunai

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tsumuji

Spin Kicks qcb + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Follow Up Attack

Spin Kicks Followup

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Follow Up Attack Low

Spin Kicks Followup Low

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hien

Hien rdp + K.png ex Able to perform Kunai or Kasumi Suzaku during recoil

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hien Recoil

Hien Recoil

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

High Jump

High Jump tap Db.png or D.png or Df.png then Ub.png or U.png or uf

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Kasumi Suzaku

Super Combo (in air) Qcf.png qcf + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Yoroitoshi

Ultra Combo I hcb Hcb.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hashinsho

Ultra Combo II qcf Qcf.png + 3k.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

The Basics

Combos

Strategy

Matchups

Abel
SSFIV-Abel Face.jpg
Abel
[character page]
Blocked step kick ~ Dash is +1, so a perfectly timed 3f jab will trade at best with his cl.HP. You have to mix up your defensive options (backdash, jab, DP, even Raida if you predict a throw).

Tornado Throw is throw invincible, EX is strike invincible.

His overhead Wheel Kick can be interrupted by reaction EX Kazekiri if he gets predictable with it

Adon
SSFIV-Adon Face.jpg
Adon
[character page]
When Adon jumps to the wall, watch his meter. EX Jaguar Tooth drains the meter before he attacks, so you can react with EX DP immediately without worrying about a LK Jaguar Tooth bait.
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma
[character page]
Safe Jumps: None (3f DP)

In the corner, EX Tsumuji > cr.HP ~ jump cancel j.LK/j.MK both cross up; if you hold forward and do j.LK~j.MK you'll get the air Target Combo and stay on the same side.

Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka
SSFIV-Blanka Face.jpg
Blanka
[character page]
If Blanka uses Ground U2 to chip you out in neutral, you can punish with Jump into Sweep or Ultra 2. If close enough, jump into an immediate fast normal will also work. Be careful not to jump into Anti-Air U2, you can neutral jump if that's a concern.
C. Viper
SSFIV-CViper Face.jpg
C. Viper
[character page]
Don't use a Kunai to vortex when she has meter, as she can EX Seismo Feint; Option Select a Throw to beat this

You can make Air Burn Kick whiff by low profiling with cr.MK

Cammy
SSFIV-Cammy Face.jpg
Cammy
[character page]
Tsumuji Loops: None
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody
[character page]
Cody has a pass-through glitch on standing Ibuki: Close HK xx FADC (hit only)

st.MP, st.MP, st.MK usually works, but can whiff on crouching if not point blank (e.g. after crossup j.MK).

Dan
SSFIV-Dan Face.jpg
Dan
[character page]
Tsumuji Loops: None

cr.MK can make LK Dankukyaku whiff to escape his pressure strings

Decapre
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay
[character page]
st.MP, st.MP, st.MK only works vs. crouch at absolute point blank range, unlikely to work after a jumpin
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena
[character page]
In the corner, Lv. 2 Focus xx Forward Dash vs. stand blocking Elena will cause Ibuki to instantly switch sides
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu
[character page]
Safe Jumps: None (3f DP)
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen
[character page]
Ultra 1 makes it very dangerous to throw a kunai
Gouken
SSFIV-Gouken Face.jpg
Gouken
[character page]
Safe Jumps: None (1f Counter)

His Counter can beat your vortex options, so mix in empty jump low/throw/overhead as well; if he has full meter, it's probably not worth risking eating a counter into Super.

Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan
[character page]
Oil Dive can only hit standing; because it takes ~4f to crouch, it can throw you on wakeup or after standing hitstun/blockstun. The safest way to avoid this is to hit a crouching button, which immediately lowers your hurtbox to a crouching state. You are throw invincible for the first 2f of any reversal window, so you always have at least a 3f window to time this button press. Raida is also throw invincible, and can be a useful defensive option against both Oil Dive and Oil Rocket, at the risk of being very unsafe on block.
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki (Mirror)
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken
[character page]
Safe Jumps: None (3f DP)
M. Bison/Dictator
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto
[character page]
Unblockables: None (in AE2012, could do Corner Raida, HK Command Dash, super jump j.MK)
Oni
SSFIV-Oni Face.jpg
Oni
[character page]
Safe Jumps: None (3f DP)

Oni has a pass-through glitch on Ibuki: f.HP xx FADC (on hit, works anywhere stand/crouch)

EX Demon Slash is throwable on reaction

Poison
SSFIV-Poison Face.jpg
Poison
[character page]
Tsumuji Loops: None
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose
[character page]
Option Select a Sweep after light normals or jumpins to catch her backdash
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu
[character page]
Safe Jumps: None (3f DP)

Sweep can be punished with Ultra 2

Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega
[character page]
Backhand Punch (Far HP~HP) xx FADC causes a pass-through glitch on crouching Vega

j.MP can be used to stuff walldives fairly consistently

Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun
[character page]
Unblockables: None (in AE2012, could do Corner Raida, Dash, whiff st.MP, j.LK)
Zangief
SSFIV-Zangief Face.jpg
Zangief
[character page]
Ultra 2 can punish EX Green Hand even if he tries to FADC (forward, back, focus release)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 30 50 20 HL sp/su 3 2 10 14 0 3 12 15 Distance restriction: 1.0 Reset Reset - - - - - - -
Close MP Close Mp.png 70 100 40 HL - 5 4 6 14 2 6 12 16 Reset Reset - - - - - - -
Close HP Close Hp.png 60*70 125*75 40*20 HL sp/su*- 7 2*2 18 28 -6 -2 14 18 Distance restriction: 1.2 Reset Reset - - - - - - -
Close LK Close Lk.png 20 50 20 HL - 4[5] 4 9 16[17] -2 1 11 14 [] refers to chain version Reset Reset - - - - - - -
Close MK Close Mk.png 70 100 40 HL sp/su 5 4 14 22 -4 1 14 19 Reset Reset - - - - - - -
Close HK Close Hk.png 50*60 125*75 40*20 HL -*J 6 2*2 23 32 -5 - 20 - Distance restriction: 1.3 [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*1
Far LP Far Lp.png 25 50 20 HL ch 3 2 5 9 4 8 11 15 Distance restriction: 1.0 Reset Reset - - - - - - -
Far MP Far Mp.png 70 100 40 HL - 5 4 6 14 2 6 12 16 Reset Reset - - - - - - -
Far HP Far Hp.png 100 100 60 HL - 12 4 16 31 -2 2 18 22 Distance restriction: 1.2 Reset Reset - - - - - - -
Far LK Far Lk.png 20 50 20 HL - 4[5] 4 9 16[17] -2 1 11 14 [] refers to chain version Reset Reset - - - - - - -
Far MK Far Mk.png 70 100 40 HL sp/su 5 4 14 22 -4 1 14 19 Reset Reset - - - - - - -
Far HK Far Hk.png 110 200 60 HL - 10 3 17 29 -2 2 18 22 Distance restriction: 1.3 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 3 6 11 3 6 12 15 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 70 100 40 HL sp/su 8 7 7 21 0 3 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL J 9 3 18 29 -3 2 18 23 Forces stand Forces stand Reset Reset - - - - - - JP: 2
Crouch LK Crouch Lk.png 20 50 20 L sp/su 4 2 8 13 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 L - 6 5 9 19 0 3 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 90 100 60 L - 6 2 25 32 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Agemen Left.gif+Mp.png 30*60 50*50 40*40 HL sp/su*- 6 1*2 10 18 0 4 12 16 [1st Hit]: Forces stand [1st Hit]: Forces stand [1st Hit]: Soft Knockdown, [2nd Hit]: Reset [1st Hit]: Soft Knockdown, [2nd Hit]: Reset - - Head: 1~5F Head: 1~5F - - JP: 0*1
Backhand Punch Hp.png > Hp.png 50 200 60 HL sp/su 3 2 20 24 -4 0 18 22 Reset Reset - - - - - - -
Spin Kick Right.gif+Lk.png 70 100 40 HL - 4 4 9 16 0 4 13 17 Reset Reset - - - - - - -
Reverse Spin Kick Left.gif+Mk.png 30 50 20 HL sp/su 10 2 17 28 -1 2 18 21 Reset Reset - - - - - - -
Hammer Kick Overhead Right.gif+Mk.png 80 100 40 H - 25 2 10 36 2 5 14 17 Soft Knockdown Soft Knockdown - - Lower body: 8~26F Lower body: 8~26F - 3~31f -
Sazan Slide
Downright.gif+Mk.png
70 100 20 L - 7 11 11 28 -11 -5 11 17 Reset Reset - - - Upper body: 5~17F - - -
Bonsho Kick Hopkick
Right.gif+Hk.png
100 210 60 HL - 13 2 21 35 -3 1 20 24 [Counter-hit] +5 frame advantage Reset Reset - - Lower body: 3~14F Lower body: 3~14F - 5~30f -
Target Combo 4 (TC4) Lp.png > Mp.png 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 18 -1 3 12 16 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 4 (TC4) ... > Hp.png 100 60 30 HL sp/su 2 3 10 14 1 4 14 17 Reset Reset - - - - - - -
Target Combo 5 (TC5) Lp.png > Mp.png 40 50 20 HL - 4 3 9 15 2 5 14 17 Reset Reset - - - - - - -
Target Combo 5 (TC5) ... > Right.gif+Lk.png 20 30 10 HL - 4 4 9 16 -1 2 12 15 Reset Reset - - - - - - -
Target Combo 6 (TC6) Lp.png > Mp.png 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 18 -1 3 12 16 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 6 (TC6) ... > Down.gif+Hk.png 60 60 30 L - 4 2 25 30 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo 6 (TC6) ... > Down.gif+Hk.png > Hk.png 60 60 30 HL 5 3 18 25 -7 - 14 - Soft Knockdown Soft Knockdown - - - - - - JP: 127
Target Combo 7 (TC7) Left.gif+Mk.png > Right.gif+Mk.png 80 100 40 H - 25 2 12 38 1 3 15 17 Reset Reset - - Legs: 8~27F - - 3~32f -
Target Combo 8 (TC8) Hp.png > Down.gif+Hk.png 60 60 30 L - 4 2 25 30 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo 8 (TC8) ... > Down.gif+Hk.png > Hk.png 60 60 30 HL J 5 3 18 25 -7 - 14 - Soft Knockdown Soft Knockdown - - - - - - JP: 127
Target Combo 9 (TC9) Lk.png > Mk.png 40 50 20 HL sp/su 4 4 14 21 -4 1 14 19 Reset Reset - - - - - - -
Target Combo 9 (TC9) ... > Hk.png 60 60 30 HL - 5 3 18 25 -3 1 18 22 Reset Reset - - - - - - -
Target Combo 10 (TC10) Down.gif+Hk.png > Hk.png 60 60 30 HL J 5 3 18 25 -7 - 14 - Cannot hit crouching opponents Reset Reset - - - - - - JP: 127
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump HP Neutral Jump Hp.png 120 200 60 H - 9 5 - 13 - - Reset Reset - - - Lower body: 1~8F - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 6 12 - 17 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump HK Neutral Jump Hk.png 110 200 60 H - 7 3 - 9 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump MP Angled Jump Mp.png 70 50 40 H - 7 8 - 14 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 11 5 - 15 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 8 7 - 14 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 8 5 - 12 - - Soft Knockdown Soft Knockdown - - - Lower body: 1~7F - - JP: 2
Target Combo 1 (TC1) Air Hp.png > Right.gif+Mk.png 40 50 20 H - 3 7 - 9 - - Reset Reset - - - Lower body: 1~2F - - -
Target Combo 2 (TC2) Air Lp.png > Right.gif+Hp.png 70 150 30 H - 4 5 - 8 - - Reset Reset - - - Lower body: 1~3F - - -
Target Combo 3 (TC3) Air Lk.png > Right.gif+Mk.png 40 50 20 HL - 4 7 - 10 - - Reset Reset - - - Lower body: 1~3F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 34 56 -20 -20 16 16 Range: 2.032 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 64 -14 - 22 - Range: 2.032 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 100 - - - - Range: 2.032, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 34 56 -20 -20 16 16 Range: 2.032, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 34 64 -14 - 22 - Range: 2.032, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 34 100 - - - - Range: 2.032, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 34 56 -14 - 22 - Range: 2.032, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Yami Kazura Forward Throw 130 140 40 0.9 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Uki Yami Back Throw 130 120 40 0.9 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Tobizaru Air Throw 150 100 40 1.1 - 3 2 - - - - - X - - Hard Knockdown - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Kunai Kunai 30 60 10/10 HL su 7 - After landing 16 - -13~13 -9~16 - - Strike attack, can be deflected by other strikes or a projectile. Soft Knockdown Soft Knockdown - - - - - - -
EX Kunai Kunai Ex.png 50*50 100*100 -250/0 HL - 8 - After landing 9 - -9~ 5~ - - Strike attack, can be deflected by other strikes or a projectile., 2nd kunai startup 15f, opponent gains 10x2 meter on hit Soft Knockdown Soft Knockdown - - - - - - JP: 2x2
Tsujigoe Somersault Jump Lp.png - - 20/- - sp/su - - 43 + After landing 1 44 - - - - 27F~ can cancel into kunai or super combo - - - - - - Lower body: 1~8F - 1~7F 8~43F -
Somersault Jump Mp.png - - 20/- - sp/su - - 47 + After landing 1 48 - - - - 27F~ can cancel into kunai or super combo - - - - - - Lower body: 1~8F - 1~7F 8~47F -
Somersault Jump Hp.png - - 20/- - sp/su - - 52 + After landing 1 53 - - - - 27F~ can cancel into kunai or super combo - - - - - - Lower body: 1~8F - 1~7F 8~52F -
Neck Breaker Neck Breaker Lp.png 120 200 30/30 L - 15 10 16 40 -13 - - - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Neck Breaker Mp.png 120 200 30/30 L - 15 12 17 43 -13 - - - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Neck Breaker Hp.png 120 200 30/30 L - 15 21 19 54 -13 - - - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Neck Breaker Neck Breaker Ex.png 160 250 -250/0 L - 15 14 19 47 -13 - - - On block switches to 23f recovery animation, opponent gains 10x3 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - All: 1~28F - - -
Raida Raida Lp.png 110 200 10/30 HL - 6 5 25 35 -14 - 16 - Not a Throw, range 1.01 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1~10F - JP: 2
Raida Mp.png 110 200 10/30 HL - 6 5 27 37 -16 - 16 - Not a Throw, range 1.06 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1~10F - JP: 2
Raida Hp.png 110 200 10/30 HL - 6 5 29 39 -18 - 16 - Not a Throw, range 1.10 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1~10F - JP: 2
EX Raida Raida Ex.png 140 250 -250/0 HL - 6 5 20 30 -9 - 16 - Not a Throw, range 1.25, opponent gains 10 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1~10F - JP: 2
Kasumi Gake Command Dash Lk.png - - - - - - - Total 20 20 - - - - - - - - - - - - - - -
Command Dash Mk.png - - - - - - - Total 22 22 - - - - - - - - - - - - - - -
Command Dash Hk.png - - - - - - - Total 24 24 - - - - 3~12F can pass through opponent - - - - - - - - - - -
Kazegiri Uppercut Lk.png 50*20*65 40x3 10/20x3 HL su 5 1*1*11 17 + After landing 8 42 -27 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~6F 8~34F JP: 1*2*3
Uppercut Mk.png 50*20*75 40x3 10/20x3 HL su 7 1*1*11 18 + After landing 10 47 -30 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~8F 10~37F JP: 1*2*3
Uppercut Hk.png 50*20*90 40x3 10/20x3 HL su 9 1*1*11 15 + After landing 10 46 -27 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~10F 12~36F JP: 1*2*3
EX Kazegiri Uppercut Ex.png 40*40*80 40x3 -250/0 HL su 5 3*4(2)8 25 + After landing 14 60 -26 - - - 36F~ can cancel into kunai or super combo, opponent gains 10x3 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~7F - - - 8~46F JP: 1*2*4
Tsumuji Spin Kicks Lk.png 50*50 50*60 10/20*20 HL - 12 2(10)2 16 41 -4 3 14 21 Soft Knockdown Soft Knockdown - - - - - - -
Tsumuji Spin Kicks Mk.png 35*35 70*60 10/20*20 HL - 15 2(12)2 15 45 -1 3 16 20 Soft Knockdown Soft Knockdown - - - - - - -
Follow Up Attack Spin Kicks Mk.png (followup) 50 60 10/20 HL - 14 2 17 32 -3 1 16 20 Soft Knockdown Soft Knockdown - - - - - - -
Follow Up Attack Low Spin Kicks Mk.png (followup low) 20 60 10/20 L - 17 2 15 33 -2 - 15 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Tsumuji Spin Kicks Hk.png 50*40 70*60 10/20*20 HL -*su 15 2(14)2 20 50 -4 0 18 22 Soft Knockdown Soft Knockdown - - - - - - -
Tsumuji Follow Up Attack Spin Kicks Hk.png (followup) 50 70 10/20 HL - 15 2 19 35 -5 -1 16 20 Soft Knockdown Soft Knockdown - - - - - - -
Tsumuji Follow Up Attack Low Spin Kicks Hk.png (followup low) 20 60 10/20 L - 18 2 25 44 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Tsumuji Spin Kicks Ex.png 40*30X3 60x3*70 -250/0 HL - 12 2(10)2(10)
2(10)2
9 58 -2 - 9 - Opponent gains 10x4 meter on hit [4th Hit]: Soft Knockdown [4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Tsumuji Follow Up Low Spin Kicks Ex.png (followup low) 30 50 -/0 L - 12 2 - 13 - - - - Can replace 2nd and/or 3rd hit of EX Tsumuji, opponent gains 10 meter on hit Soft Knockdown Soft Knockdown - - - - - - -
EX Tsumuji Follow Up Low Finish Spin Kicks Ex.png (followup Low.png finish) 25 70 -/0 L - 12 2 12 25 -2 - 12 - Can replace 4th hit of EX Tsumuji, opponent gains 10 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hien Hien Lk.png 40*75 70*70 10/0*20 H - 25 7 6 + After landing 11 48 -28 -23~-21 - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block Soft Knockdown Soft Knockdown - - - - - 7~38F JP: 0*127
Hien Mk.png 40*90 70*70 10/0*40 H - 27 7 6 + After landing 11 50 -29~-28 -31~-29 - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block grounded recovery is considered crouching Soft Knockdown Soft Knockdown - - - - - 7~40F JP: 0*127
Hien Hk.png 40*110 70*90 10/0*60 H - 28 7 6 + After landing 11 51 -29~-28 -25~-23 - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block grounded recovery is considered crouching Soft Knockdown Soft Knockdown - - - - - 7~41F JP: 0*127
Hien Recoil Hien Recoil - - - H sp/su - - After landing 8 8 - - - - 21F~ can cancel into kunai or super combo, grounded recovery is considered crouching - - - - - - -
EX Hien Hien Ex.png 40x3*50 70*0*0*200 -250/0 H - 36 12 19 + After landing 11 77 -12~-9 - - - 2nd~4th hits only trigger when 1st connects, 4th hit goes into recoil animation on hit/block, listed startup is point blank, startup is distance dependent, tracks opponent, grounded recovery is considered crouching, opponent gains 0x3*30 meter on hit [4th Hit]: Soft Knockdown [4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~13F 1~13F 7F~72F JP: 127x4
EX Hien Recoil Hien Recoil Ex.png - - - - sp/su - - After landing 8 8 - - - - 9F~ can cancel into kunai or super combo, grounded recovery is considered crouching - - - - - - -
High Jump High Jump - - - - - - - - - - - - - 1-4F Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Neutral version is 44F total in air, Back version is 45F total in air, 11F recovery upon landing on empty jump, can cancel midair to jump attack (3F landing recovery instead of 11F) or jump special (with landing recovery of special), cannot be used as a Reversal - - - - - 5~44F[5~45F] -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Kasumi Suzaku Super Combo (27*28)x6 0 -1000/0 HL - 1+7 - After landing 5 - -12~8 -10~11 - - Strike attack, can be deflected by other strikes or a projectile, 2 kunai always released at the same time, each pair released every 20f, deals 108 chip damage, opponent gains 10x12 meter on hit - All: 1~5F - - - - JP: 127x12
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Yoroitoshi Ultra Combo 1 501
[38x5*39*11]
0
[50*0x6]
0/0 (1.102)*HLx7 - 0+1[13] 2(10)17 Total 107 148 -5 -1 - - 1st hit is a throw, If throw whiffs, becomes projectile version, recovery and [] refers to projectile, projectile is active for 59F, opponent gains 15x11 meter on full ultra animation, opponent gains 20x5*10x2 meter on projectile version X X Throw: Hard Knockdown Throw: Hard Knockdown Projectile: Hard Knockdown Projectile: Hard Knockdown - All: 1~2F - - - - JP: 127x7
Hashinsho Ultra Combo 2 30x6*289 0 0/0 HL - 0+9 2(2)2(15)2
(26)1*2(8)2
70 140 -63 - - - 6th hit goes into animation, block advantage based on 4th hit, opponent gains 10x8*1x28*10x2 X [4th~6th Hit]: Hard Knockdown [4th~6th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8F - All: 9~70F - 59~101f JP: 1~6 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes

Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Omega Mode
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief